The Scout Class

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Note: There is a Scout Rogue subclass, so you can call it the Detective class or something similar if you wish.

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Scouts are experts in stealth and infiltration. They are often hired by nobles and governments as spies.

## **Basic Info**

**Hit Die** 1d8

**Armor Proficiencies** Light Armor

**Weapon Proficiencies** Finesse Weapons, Ranged Weapons

**Tool Proficiencies** Thieves Kit, Disguise Kit

**Equipment** 10 daggers, 2 handaxes or shortswords, 1 rapier, 1 thieves kit, 1 disguise kit

**Skills** Choose 4: stealth, perception, persuasion, deception, performance, insight, acrobatics, sleight of hand, investigation

**Saving Throws** Dexterity & intelligence

## **Class Abilities**

### **1st Level**

**Free Running** You can add your dexterity modifier to any climbing or jumping

**Improved Senses** You have advantage on perception checks to spot anyone within 5 feet of you

### **2nd Level**

**Extra Attack** You make one extra attack when throwing a weapon

**Lightweight** You move ten extra feet per turn when holding a light weapon

### **7th Level**

**Second Step** If you dash on your turn you can still move up to your movement speed

### **12th Level**

**Improvise** You can throw any one handed weapon up to 30 ft. Any finesse weapon can be thrown with dexterity, but any regular weapon must be used with strength.

**Master** You gain proficiency in any 3 skills, and expertise in any two old skills

### **15th Level**

**Speed of Light** You gain an extra 10 ft of movement when holding a light weapon

### **17th Level**

**Deadeye** You can throw one additional throwing weapon

### **20th Level**

**Ghost** When stealthing you are invisible, and can walk through anything. Attacking or casting a spell brings you out of this state.

## **The Spy Subclass**

Masters of infiltration and stealth, they use their skills to gain information, and work for those that will pay them.

### **3rd Level**

**Wade in Shadows** You can take the hide action while in dim light, or while lightly obscured.

**Substitute** As a reaction you can throw out a substitute, this gives you a +2 to AC, and when in darkness stuns the enemy on their turn. You can use your substitute a number of times equal to your int bonus + you proficiency bonus.

### **6th Level**

**Improved Substitute** Throwing a substitute gives you a +3 to AC.

**Supreme Senses** You have advantage on perception checks to spot traps.

### **10th Level**

**Shadow Substitute** You can use the substitute's stun effect in dim light.

**Distraction** Throwing a substitute gives you advantage to attack the enemy that attacked you on your next turn.

### **14th Level**

**Double Substitute** You can throw two substitutes at once, allowing you to target multiple enemies.

### **17th Level**

**Perfect Counter** If an enemy misses their attack against you, then you can hit them back on their turn with advantage. If you hit you do 8d6 extra damage.

## **The Animal Agent Subclass**

Animal agents gain companions to help them with their espionage.

The animal must be under 15 pounds and CR 1/8.

### **3rd Level**

**Common Language** Learn the language that the animal speaks (Sylvan).

**Summon Animal** You can summon the animal back to your position in a second.

### **6th Level**

**Shared Minds** You can listen in to anything the animal is thinking, hearing, seeing, or smelling the area the animal is in.

### **10th Level**

**Improved Senses** You can add your proficiency bonus to any perception checks it makes

### **14th Level**

**Scout Instincts** You can add your proficiency bonus to any saving throws or skill checks your animal makes

### **17th Level**

**Wrath of Nature** The animal can summon 4 CR 3 animals in times of great danger. This can be used 3 times per long rest.

**Shapeshift** You have grown your affinity with the animal. You can now morph into the form of the animal. For example, if you have a weasel, you can now transform into a weasel.

## **The Weaver Subclass**

**Spellcasting Skill** Wisdom

**Spell Saving Throw** **DC** 8 + Proficiency Bonus + Wisdom Modifier

**Cantrips** 2 at 1st level, 3 at 7th level, 4 at 14th level, 5 at 17th level

**Known Spells** Scout Level + Proficiency Bonus + Wisdom Modifier

You can cast transmutation and illusion spells from the Wizard spell list.

### **Spell Slots**

1st level: 3
1st level: 3
1st level: 4
2nd level: 2
2nd level: 2
1st level: 4
2nd level: 2
1st level: 4
2nd level: 3
1st level: 4
2nd level: 3
3rd level: 2
1st level: 4
2nd level: 3
 13th level:
1st level: 4
2nd level: 3
3rd level: 2
1st level: 4
2nd level: 3
3rd level: 2
1st level: 4
2nd level: 3
3rd level: 2
4th level: 2
1st level: 4
2nd level: 3
3rd level: 2
4th level: 2
1st level: 4
2nd level: 3
3rd level: 2
4th level: 2
1st level: 4
2nd level: 3
3rd level: 2
4th level: 2
1st level: 4
2nd level: 3
3rd level: 2
4th level: 2
5th level: 1
1st level: 4
2nd level: 3
3rd level: 2
4th level: 2
5th level: 1

### **3rd Level**

**Improved Minor Illusion** You can cast minor illusion twice.

### **6th Level**

**Enchanted Weapons** You can use wisdom modifier for your weapon attacks, and can use weapons as a spell casting focus, and can cast a spell as an opportunity attack.

### **10th Level**

**Shadow Clone** You can use one 2nd level spell slot to summon a clone. This clone will take hits for you and gives you temporary hit points equal to twice your scout level.

### **14th Level**

**Cantrip Warrior** You can use your attacks to cast cantrips instead of attacking.

### **17th Level**

**The Strings of Reality** You can cast the spell misty step for free, you can cast dimension door a number of times equal to your wisdom modifier, and you can cast the spell teleportation circle once per long rest.

## **The Mind Infiltrator Subclass**

**Saving Throw DC:** 8 + Proficiency Bonus + Wisdom Modifier

### **3rd Level**

**Detect Emotions** Sense basic emotions of people within 5 ft (love, hate, astonishment, desire, joy, grief).

### **6th Level**

**Transfer Emotions** Share basic emotions with people within 5 ft (If the opponent fails wisdom saving throw then it is stunned, scared, or prone).

**Master the Mind** Access everything in your mind, even forgotten things.

### **10th Level**

**Detect Thoughts** Obtain simple memories and ideas of people within 5 ft.

**Share Pain** Upon taking damage, you can give ½ of the damage to the causer. You still take the full damage but the causer gets some pain as well. You get [wisdom modifier] uses. It recharges after a short rest.

### **14th Level**

**Advanced Detect Emotions** Sense all emotions of people within 50 ft.

**Telepathy** Telepathically communicate with anyone within 5 ft.

### **17th Level**

**Unlock the Mind** Access everything in the mind of a person whose face you can see clearly, even forgotten things.