The Scout Class

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

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

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.

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.