Assassin: Rehired | What if the assassin didn't focus on dress-up?
PDFs of this and more can be found over on at my Patreon here!
I release everything for free, so your support makes this possible.
I've also started making a new system based off of 5e, 6th Dawn! Become a patron and join the playtest.
This week, as part of a theme most foul, I decided to go upon a foul task and revise our hired killer.
The assassin archetype never really appealed to me as a player, and not as a theme either. First off, just over half of its features are based on disguise. Which is fine, but one of them is literally the charlatan background feature for a price. But also, you may have realised this about me, the guy that keeps making playable monsters, I don't play humans and human-likes very often, so being the only gnoll in this city of mostly humans, there is no disguise in hell that will conceal my identity without magic. So while the disguise kit has its uses, the more exotic a creature you play, the less they are outside of the arts.
Secondly, it's primary feature is very strong, auto crit on any creature that has yet to act in combat. Great vibes, see what they're going for. Because that window is variable (and not always there) and at most a round, you don't actually get that feature most of the time. So, I opted to go for a different approach.
Poisoner
The assassin, in addition to disguise, has poisoner's kit proficiency, why not expand on that instead? In this instance I discard disguise as a proficiency you can go out of your way for. Instead, give the assassin a limited use set of debilitating poisons. Ones that impart vulnerability to weapons (what I intend to get the most use), knock out a target (for sneaky sneaks) and one that inflicts sneak attack damage (for convoluted assassination plots).
Death's Shroud
Bringing more general versatility to the previous poisons, but not quite wanting to ape the cloudkill spell, just gaseous poison. Sneak attacking a whole room at once sounds pretty sweet to me.
Hidden in Plain Sight
Possibly the least exciting option, but kind of how I intend to get around the lack of disguise issue for getting close to a target. Do it the old fashioned way! Not being seen.
Marked for Death
I suspect that this feature name exists somewhere in the D&D's history for something similar, but I didn't really check. This is based on the old capstone feature of the rogue, where you just straight up murder people with a single con save. I mean, you're playing an assassin, of course the capstone was going to be the murder button
And now to plug my stuff. I release homebrews weekly over on my Patreon.
Anyone who pledges $1 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
Scout Roguish Archetype
Poisons: Reapplied
Finding the Trail
Skill Challenges
I also have four classes, and two splatbooks over on DriveThruRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
The Beguiler. A spellcaster dedicated to illusions, enchantments, and general fuckery.
d'Artagnan's Adventurer Almanac. A compendium of races, subclasses, feats, spells, monsters and more!
d'Artagnan's Lycanthrope Survival Guide. A book of lore, stats, and werebeast subclasses for lycanthropes.
Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
Alright, here's an updated version of the subclass. Thank you @homebrew-a-la-traumaverse for your feedback! I am also starting to reword somethings to fit typical subclass wordings, giving names for each feature, etc. I also have two potential revisions for the 17th level Magical Studies, with the other being at very bottom of the post, denoted by a *.
Flavor: It is to be expected for adventurers to learn and grow as they venture out into the world, but some rogues take this to the extreme. Generalist rogues are those who have dedicated themselves to learning various disciplines, though not necessarily mastering them. As such, they have learned to pick up on various skills through mere observation and putting them into practice with a combination of keen intuition and muscle memory.
There are various reasons a rogue would follow this path. They may be an exceptionally curious individual who wishes to learn all they can, not restricting themselves to a singular line of study. Or perhaps if they are a spy or charlatan, they follow this path in order to make their disguises even more convincing. After all, you can't make a convincing wizard if you are unable to cast even a single spell.
Quick Study (3rd Level): You gain a new action called Study. Using your action or bonus action while observing a creature use a skill or tool they are proficient in allows you to mimic said proficiency. An unwilling creature can make a Charisma (Deception) check against your Study DC (DC = 8 + proficiency bonus + Intelligence), with you failing to mimic the proficiency if they succeed. These mimicked proficiencies are imperfect, granting only half your proficiency bonus to checks made with said mimicked proficiency and cannot be increased by features such as Expertise. However, the bonus increases at certain levels, granting your proficiency bonus to mimicked proficiencies at 9th level and double your proficiency at 13th level.
You can have a number of these mimicked proficiencies equal to your amount of Sneak Attack die, with any new mimicked proficiency replacing one of your choice.
Keen Insight (3rd Level): You can use your Study action to instead observe a creature mannerisms, as long as you can see said creature. They make a Charisma (Deception) check against your Study DC. If they fail, you can automatically add your Sneak Attack to the next attack made against that creature without needing to meet Sneak Attack's usual requirements. You also gain the following benefits: you have advantage on Insight and Charisma checks made against this creature for the next minute and you learn if this creature has any resistances.
Preferred Subject (9th Level): You further your studies, either dipping into the study of magic or the use of martial weaponry. Choose one of the following:
Martial Studies: You gain proficiency in the Athletics skill, or double proficiency if you are already proficient. You can use your Study action to now mimic proficiency in a weapon or armor. Any melee weapon you mimic cannot have the two handed or heavy property and you can only mimic proficiency in medium armors or shields. Weapons you mimic proficiency in have the finesse property for you and any armor you mimic proficiency in do not cause you to roll at disadvantage for Stealth checks. You can have a number of martial proficiencies mimicked equal to half your Rogue level (rounded down).
Magical Studies: You gain proficiency in the Arcana skill, or double proficiency if you are already proficient. You can use your Study action to mimic the use of a spell. The spells you mimic are known to you and Intelligence is your spellcasting ability for these mimicked spells. You can mimic a total amount of spells equal to half your Rogue level (rounded down), where the base level of each spell counts towards this limit (ex. a 10th level Rogue can mimic one 3rd level spell and one 2nd level spell). Cantrips count as 1/2 a level. You also gain a pool of magical energy, known as Spell Points, that are used to cast these mimicked spells. The amount you have is equal to the amount of Sneak Attack die you have and they are regained on a long rest. The amount of points used to cast a spell determines the level of the spell cast, meaning you may up-cast a spell by using more points. Cantrips do not consume points.
Worldly Knowledge (13th Level): You have become exceptionally canny thanks to your travels. You gain proficiency in up to five of the following things: a language, a tool, or a skill.
You can also mimic how a language is spoken (if you hear it be spoken) and/or written (if you see it be written) if you observe a creature proficient in said language used in one of the previously stated ways for one minute. This proficiency is flimsy, only lasting for 10 minutes and only granting you the ability to get across basic concepts in the language.
Prying Eye (13th Level): You are able to deduce even more about someone through your observation. You gain additional benefits when using your Keen Insight feature: you learn if it has any immunities (damage or condition), the creature has disadvantage on attack rolls made against you until the end of your next turn, and you can confer the benefits of your study to another creature that can hear you immediately as a reaction.
True Polymath (17th Level): Your ability to learn has far exceeded expectations. You gain the other option you did not choose for your Preferred Subject feature and the one you did is enhanced in one of the following ways:
Martial Studies: You can now mimic proficiency in heavy and two handed melee weapons, as well as with heavy armors. You can also make a second attack when attacking with either a weapon you are normally proficient in or whos proficiency you mimicked.
Magical Studies: You can cast a spell you mimicked without using Spell Points once per day, for each of the spells you mimicked, as long as it is 5th level or lower. You also regain any expended spell points on a short rest.
*The other potential Magical Studies feature at 17th level would replace the free cast with: When you make a spell attack with a spell you mimicked, you can add half your Sneak Attack die (rounded down) to the damage of the spell, as if it was an attack made with a finesse or ranged weapon. This can be done as long as the attack follows the other requirements of the Sneak Attack feature.
Again, any feedback or suggestions are welcome! Thank you!
Four new homebrew roguish archetypes for the D&D 5e rogue: the Shady Dealer, the Gambler, the Firebug, and the Grave Robber!
image credit: Clint Cearley
Shady Dealer
The ultimate intrigue character, the Shady Dealer is a smuggler of a thieves guild or a black market merchant. They use their connections to get information to the adventuring group far easier than anyone else. They know who to talk to and can get just about anything that the party is looking for... as long as the price is right.
Their ability to essentially cast a stronger version of Locate Object and Locate Person is useful for most narratives and their ability to cast Identify on objects they appraise is noteworthy for any adventuring party. The class is far from combat-oriented but they have a strength in their ability to access the best poisons for cheap. A player will get the most out of this class in abusing their Merchant's Knowledge abilities to make money to buy better poisons and buy the specific magic items they want.
Tools of the Trade: At 3rd level, you gain proficiency in the Disguise Kit, Forgery Kit, and Poisoner's Kit.
Merchant's Knowledge: At 3rd level, you trade in the most valuable commodity of all: information. You gain access to a handful of abilities.
Appraise: You have advantage on checks made to judge an item's worth. If you successfully determine how much an item is worth, you may also learn its magical properties as if you had cast an Identify spell on it.
Informants: In a populated area there is bound to be somebody who knows something. As long as you are in a town or city, you may add your CHA modifier to INT checks. You must spend 1d4 hours gathering.
Locate Person/Object: You can find out the location of a specific person or a object using your ties to the criminal underbelly. As long as you are in a town or city, you may make a Persuasion or Intimidation check against a DC based on the description of the target person or object (See below). If you succeed, you find out the current location of the target if the target is within the town or city. If the target is not in the current city, you discover where the target was headed when they last left the city, if possible. You must spend 8 hours to find any specific object or person.
Death Dealer: At 9th level, you have honed your abilities and knowledge of the best weapon for your profession: poison. When you use a poison, you increase all saving throw DCs of the poison by 1 and reroll 1s and 2s on damage dice of your poisons. You may buy poisons for half of their market price.
Use Magic Device: By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Soul of Deceit: Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a CHA check contested by the mind reader’s WIS check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic.
image credit: Maichol Quinto (Satibalzane)
Gambler
The gambler is a character that is constantly pushing their luck to its limits. Some postulate it must be some sort of magic or trickery, but only the gambler knows for certain why they always end up ahead: a deal with Tymora, the goddess of luck herself!
I wanted this class to really feel like you are gambling when you play, so I made the key ability (Risky Action) enable your sneak attack (even on opportunity attacks since it lasts until your next turn!) so players would be tempted to use it often. Risky Action feels like gambling because you are literally playing Craps every time you play!
The immense variety of their spell list is balanced by only getting one each day (twice at 17th level) and completely at random to prevent planning. I think this will be enjoyable to improvise their day around a spell or two. I picked the spells in the deck of cards according to their suite and value. Clubs="Elemental" spells, Spade="Utility" spells, Diamond="Trickery" spells, and Heart=Healing spells, while the value equates to the spell level.
Also note that I made a homebrew magic item for Rogue Week called a Lucky Charm that works well with this class as it gives them an additional luck point.
Risky Action: At 3rd level, you can use your Cunning Action to take a risk during combat. Pick a number from 2 to 12 except for the number 7 and roll 2d6. If the result is a 7, you have disadvantage on all attack rolls made until your next turn. If the result is anything other than 7, you gain advantage on all attack rolls until your next turn. If the result is the number you chose when you rolled the dice, you can steal a tiny object (less than a pound) from the next creature you hit with an attack that isn't currently held by the creature. For instance: a piece of jewelry, a small coinpurse, a scroll, a belt, a stowed dagger, or similar object.
Lucky: At 3rd level, you gain the Lucky feat. If you already have the Lucky feat, you instead gain one additional daily luck point. You also gain proficiency in a gaming set of your choice.
Up the Ante: Starting at 9th level whenever you spend a luck point you may choose one of the following:
Gambler's Conceit: You gain +10 temporary HP until your next turn.
Gambler's Ruin: Attacks you make deal +2d6 damage until your next turn.
Inconceivable: You may force a creature that can see you within 10 ft. to make a CHA saving throw with a DC equal to 10 + 2d6. On a failed save, the creature becomes stunned until your next turn.
Luck of the Draw: Once per day starting at 13th level, you may draw a card from a magic deck of cards granted to you by the goddess of luck (or roll 1d20). You gain a spell corresponding to the card drawn as shown below. You may cast the spell once within the next 24 hours. Any spell cast this way is treated as if you cast it using a 5th level spell slot. Use your CHA modifier as your key ability modifier for your spell save DC and spell attack modifiers. At 17th level, you may draw two cards from the deck each day.
1: Two of Spades: Feather Fall
2: Two of Diamonds: Charm Person
3: Two of Clubs: Thunder Wave
4: Two of Hearts: Healing Word
5: Jack of Spades: Spider Climb
6: Jack of Diamonds: Invisibility
7: Jack of Clubs: Scorching Ray
8: Jack of Hearts: Prayer of Healing
9: Queen of Spades: Blink
10: Queen of Diamonds: Hypnotic Pattern
11: Queen of Clubs: Stinking Cloud
12: Queen of Hearts: Mass Healing Word
13: King of Spades: Dimension Door
14: King of Diamonds: Greater Invisibility
15: King of Clubs: Stoneskin
16: King of Hearts: Death Ward
17: Ace of Spades: Passwall
18: Ace of Diamonds: Dominate Person
19: Ace of Clubs: Cone of Cold
20: Ace of Hearts: Mass Cure Wounds
Lucky Break: At 17th level, you can use your reaction and spend a luck point to gain immunity to all forms of damage until your next turn.
image credit: Jesper Ejsing
Firebug
The Firebug is a rogue that delights in fire and explosions. They use their abilities and prowess to get the drop on their victims like no other rogue can. Their bombs surprise their foes and cause panic and mayhem while the firebug wades into the chaos to backstab them.
While the Fire and Smoke Bombs are technically spells, if your DM allows or prefers they can have them not count as casting a spell but instead as throwing a fist-sized bomb at the targeted location. I could have made this class all about the explosives in the back of the DMG, but I thought it would be more interesting (and more versatile) to make the effects more spell-like.
Fire and Smoke Bombs: At 3rd level you learn how to easily create bombs out of either alchemical or magical material. You learn the Create Bonfire (EE) and Produce Flame cantrips gain three spell slots which replenish after a long rest. Each spell slot level is equal to half your rogue level rounded up. You can cast the following spells using your spell slots (provided the spell slot is high enough):
Fog Cloud (1st)
Pyrotechnics (EE) (2nd)
Fireball (3rd)
Delayed Blast Fireball (7th)
Shock: At 3rd level, whenever a creature must make a saving throw against your Firebug spells, if that creature is surprised, the creature has disadvantage on their saving throw.
Commando's Vision: At 9th level, you gain the ability to see through smoke, fire, and fog without any penalty.
Awe: At 13th level, whenever a creature must make a saving throw against your Fire and Smoke Bombs, if that creature is surprised, the creature becomes frightened for the duration of their next round and deafened for 1d4 rounds.
Undermine: At 17th level, your Fireball and Delayed Blast Fireball spells deal an equal amount of damage as force damage to structures in their area.
image credit: Felicia Cano
Grave Robber
The grave robber has lived on the fringes of society and among the dead. This roguish character is often paid to find corpses for necromancers and less-than-ethical surgeons. Soon, they found that the dead hold their own secrets and riches. The grave robber uses their expertise of tomb raiding and their knowledge from their arcane and medical patrons to assist their adventuring party with quasi-magical poisons. Most good characters will be hesitant to work with such a rogue of such a grisly profession, but they won’t be complaining once their life is saved by Ghoul Ichor!
I wanted to have unique poisons for each type of undead for the Waste Not ability but besides the ghoul they all do the same thing: reduce max HP with necrotic damage. This was incredibly boring so I looked back at 3rd edition for inspiration. This class is resilient and ruthless. They don’t get their important combat boost until much later in the progression, but their access to essentially free poison each day can take down the most powerful enemies.
Tomb Raider: By 3rd level, you have become familiar with a variety of faiths and learn how to notice the magical defenses they set for their sacred dead. You gain proficiency in the Religion skill and can cast Detect Magic at will.
Waste Not: Starting at 3rd level, you use knowledge gathered from undead you've encountered to make unique alchemical poisons out of the corpses you plunder. You can prepare one dose from the listed poisons below for every 2 hours you spend with a corpse (provided you meet the level requirements for the poison). A maximum of two doses can be harvested from any one corpse before it is wasted of usefulness. The saving throws for each of these are equal to 8 + your INT modifier + your proficiency modifier.
Ghoul Ichor (Level 3): You may use a bonus action to coat your weapon in Ghoul Ichor. If the next creature you hit with that weapon within 1 hour is not an elf or an undead, the creature must succeed at a CON saving throw or become paralyzed for 1 minute. The creature may repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.
Wight Blood (Level 3): You may use a bonus action to coat your weapon in Wight Blood. The next non-undead creature you hit with that weapon within 1 hour must succeed at a CON saving throw or gain one level of exhaustion. The affected creature repeats the save at the end of its next turn, gaining one additional level of exhaustion on a failed save.
Vampire Blight (Level 6): You may use a bonus action to coat your weapon in Vampire Blight. The next creature you hit with your weapon must succeed at a CON saving throw or take 6d6 necrotic damage (half damage on a successful save). The creature's maximum hit points are reduced by an amount equal to the damage dealt.
Mummy Powder (Level 9): You may throw a glass vial of Mummy Powder at a creature up to 20 ft. away or you can coat a Tiny object in the powder. A creature that comes into contact with the powder must succeed at a CON saving throw or become cursed with Mummy Rot. A creature cursed this way takes 3d6 necrotic damage immediately and again every 24 hours thereafter. The creature's maximum hit points are reduced by the same amount of damage dealt. Mummy Rot can only be cured by a Remove Curse or similar effect.
Bodak Eye (Level 13): Although not technically a poison, the Bodak Eye can be pointed at a creature within 30 ft. If the creature can see the Bodak Eye, the creature must make a CON saving throw. If the creature fails the saving throw, they take 10d6 necrotic damage. If the creature fails their save by 5 or more, the creature instead dies instantly. The Bodak Eye loses its effectiveness once used.
Night Moves: At 9th level, you are accustomed to working in pitch darkness. You gain Darkvision out to 30 ft. If you already have Darkvision, your existing range for your Darkvision increases by 30 ft. In addition, you can move at a normal speed while moving stealthily (normally you must move at 2/3 your regular speed to maintain stealth).
Grave Fortitude: At 13th level, your grim work has made you accustomed to the threats of death and disease. You gain advantage on saving throws against spells and effects that deal poison or necrotic damage or inflict disease.
Bury Them: At 17th level, you become accustomed to having the upper hand and are desperate to keep it that way. If you hit with an attack against a prone creature the attack automatically counts as a critical hit.
Chirurgeon Roguish Archetype | The doctor will see you now. You might not see them, though
PDFs of this and more can be found over on at my Patreon here!
I release everything for free, so your support makes this possible.
I've also started making a new system based off of 5e, 6th Dawn! Become a patron and join the playtest.
This is a subclass I've been meaning to make for a while now. Those who have played pathfinder 1e may know of the Vivisectionist Alchemist Archetype. This is not a conversion of that, but I am borrowing its vibes. Someone practicing surgery that has more familiarity with the concept of bodies than actually bodies. While I do not replace medicine checks with nature checks, I do use sneak attack for healing… which is the same thing, right?
Bonus Proficiency
I don't believe that medicine is within the list of skills that rogues can get access to. Nor do I believe that the kind of background that would lead to a character that would take this archetype would get it either, so this was a no brainer. Also, in following with my preference to adding diversity to skill abilities, and sort of a reference to the vivisectionist, Dex to medicine. You need a steady hand, you see.
Bedside Manner
This is similar to song of healing, but because I don't want to step on the bard's toes nor did I want to deal with a scaling dice. But while this isn't big and exciting, battle medicine seems more balanced for a later level, besides 2d6 wouldn't be that great here.
Battle Medicine
I'd prefer this to be a 6th level feature, but you know that rogues aren't allowed to have nice things. This is inspired by the pathfinder 2e feat of the same name, with a slightly stricter limitation. I still think pathfinder wanting HP to be functionally infinite, so 1 per day per person.
Bolster Companions
Well, battle medicine is limiting, I admit, so have a little boost.
Rapid Revival
Cunning action raise the dead (non magical)
Sawbones
I mean, if your medicine comes from your knowledge of anatomy, it stands to reason that your stabbing skills would improve with you improved medical knowledge. Flawless logic
And now to plug my stuff. I release homebrews weekly over on my Patreon.
Anyone who pledges $1 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
And your House, Too!
The Conjoined
Feats: Resoled
Assassin: Rehired
I also have four classes, and two splatbooks over on DriveThruRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
The Beguiler. A spellcaster dedicated to illusions, enchantments, and general fuckery.
d'Artagnan's Adventurer Almanac. A compendium of races, subclasses, feats, spells, monsters and more!
d'Artagnan's Lycanthrope Survival Guide. A book of lore, stats, and werebeast subclasses for lycanthropes.
Spirit Skirmisher | A rogue of out of body experiences
PDFs of this and more can be found over on at my Patreon here!
I release everything for free, so your support makes this possible.
I've also started making a new system based off of 5e, 6th Dawn! Become a patron and join the playtest.
Okay, we are now dealing with matters of the soul. So obviously, the first class anyone thinks of when talking about souls is the rogue. No? Well, that's why I did it. Some moderate BLEACH and Noragami inspirations here. I had some fun with this.
Souljourner
The basic conceit of the class: leave your body and go on a trip. Designing this one was interesting. Considering all I had for reference game balance wise was the 7th level spell etherealness and the undead warlock capstone. Which is to say very powerful. So curbing the travelling abilities and distance was key here in addition making yourself very vulnerable. An excellent feature for going up against the very prevalent ethereal taunt feature.
Spectral Grip
Being a ghost: ghost touch attack is a must. Powerwise, I didn't want this from the start and leave the third level just scouting primarily. But it seemed appropriate because there's not much else to do with the ghost form at first.
One in the Grave
A support feature for the ghost rogue. In aspects of the soul, look to the grave cleric for guidance.
Untethered
Remove travel distance. Woo
Body Jack
And let's just give the rogue the magic jar spell. As a treat :P
And now to plug my stuff. I release homebrews weekly over on my Patreon.
Anyone who pledges $2 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
Passenger Background
Domains of Death: Decomposed
Resurrection Complications
Magical Miscellany
I also have four classes, and two splatbooks over on DriveThruRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
The Beguiler. A spellcaster dedicated to illusions, enchantments, and general fuckery.
d'Artagnan's Adventurer Almanac. A compendium of races, subclasses, feats, spells, monsters and more!
d'Artagnan's Lycanthrope Survival Guide. A book of lore, stats, and werebeast subclasses for lycanthropes.
Scout Roguish Archetype | Scouts that scout, not set up ambushes
PDFs of this and more can be found over on at my Patreon here!
I release everything for free, so your support makes this possible.
I've also started making a new system based off of 5e, 6th Dawn! Become a patron and join the playtest.
This week, as part of a theme most foul, I decided to go upon a foul task and revise our hired killer.
The second the theme this month is tracks, so I used it as an excuse to visit the scout archetype. I'm rather fond of it conceptually, but I will say, I was surprised when I realised that the latter half of its features are a better assassin than the official assassin. They get a second attack as a bonus action and can sneak attack with it too! Damn! That said, as cool as those are, I don't think a scout is best embodied by its ability to do devastating ambushes. Moreover, the rogue's base featureset is pretty good at doing that on it's own if you want to go that way. So, I opted to focus on mobility and detection.
Pathfinder
I won't lie, I couldn't resist calling this pathfinder. I didn't have to, but I wanted to. Anyway, the 5e scout gets nature and survival, which definitely gives it a ranger vibe, which is cool but not really the part of the ranger that fits this concept, instead I decided they'd be really good at navigating, reading maps, and making maps.
Skirmisher
This feature is really good in the base scout, so I kept it, and kind of made it its defining feature
Superior Mobility
While I kept the name of the scout feature, I decided that, as a class that can dash as a bonus action, they don't really need an additional 10 feet of movement speed. But they can probably do with other forms of mobility. Also, if you're going about in nature, not being slowed down sounds like a good idea.
Lookout
I'm not the proudest of this feature, seeing as half of it is part of my modified (and the oneD&D) alert feat, but quite frankly I had to try really hard not to make this subclass the Alert feat archetype. Which I mostly succeeded. But these are important skills for a scout to have. I am amused that it's basically the opposite of the lookout feature the other one gets.
Unfond Farewell
I enjoyed naming this one. This isn't much, but it does give the scout more to do during combat, instead of stuff largely surrounding combat.
Right Place, Right Time
I'm not sure if I'll keep this feature going into 6th dawn, but I have been toying with the concept that this one pulls off for a while. How did the monk or rogue evade the fireball and take no damage? By not being in the area, of course
And now to plug my stuff. I release homebrews weekly over on my Patreon.
Anyone who pledges $1 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
Poisons: Reapplied
Finding the Trail
Skill Challenges
College of Epics
I also have four classes, and two splatbooks over on DriveThruRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
The Beguiler. A spellcaster dedicated to illusions, enchantments, and general fuckery.
d'Artagnan's Adventurer Almanac. A compendium of races, subclasses, feats, spells, monsters and more!
d'Artagnan's Lycanthrope Survival Guide. A book of lore, stats, and werebeast subclasses for lycanthropes.
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.