Eldritch Scout (5e Subclass)
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Kin to the Eldritch Knight, the Eldritch Scout uses magic to supplement their covert skills. Some Eldritch Scouts find themselves as squires and seconds to knights and magical organizations. They excel at spying and creeping into places they shouldn't be though they can also be found on the front lines of a company of soldiers, using their magics to instill abilities and protection both to their allies and themselves.
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Eldritch Scout Spellcasting
|Rogue Level||Cantrips||Spells Known||1st||2nd||3rd||4th|
You learn three cantrips: prestidigitation and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
The Eldritch Scout Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell featherfall and have a 1st-level and a 2nd-level spell slot available, you can cast featherfall using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which must come from the abjuration or transmutation schools from the wizard spell list. The Spells Known column of the Eldritch Scout Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. Each of these spells must be an abjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.
Intelligence is your spellcasting ability for your Eldritch Scout spells.
You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + Your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
You can use an arcane focus to cast your wizard spells.
Beginning at 3rd level, you may use your Cunning Action to teleport to a space you can see within 15ft. of you. You regain use of this feature when you complete a short or long rest.
You can weave a small amount of magic around an ally to shield them from harm. At 9th level, as a reaction, when a friendly creature you can see is struck by an attack they take half damage. You may use this ability a number of times equal to your Intelligence modifier and regain all expended uses after completing a long rest.
Starting at 13th level, as an action, you can expend a spell slot of 1st level or higher. You become incorporeal for a number of rounds equal to the level of the spell slot expended. While incorporeal, you can move through objects and creatures as if they weren't difficult terrain. If you end your turn inside an object or creature when this effect ends, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet shunted. You may expend an additional spell slot as this effect would end to lengthen its duration.
At 17th level, your expertise in magics grants you several supernatural abilities.
-You no longer take damage from falling, landing on your feet if you wish.
-Your jump distance is tripled.
-The distance you can cover with your Eldritch Stride ability increases to 30ft., and the next attack you make before the end of your next turn can apply your sneak attack damage even if you don’t have advantage on the attack roll, but not if you have disadvantage.