The Interloper

The Interloper will maneuver into the ranks of their enemies and sow chaos with their off brand form of combat. Interlopers call this style of combat as "cunning", allies call it "interesting" and enemies call it "annoying as all hell".

The Interloper
Level Proficiency Bonus Features Martial Feats Exceptional Stamina
1st +2 Martial Feats 3 0
2nd +2 Cunning Insight 3 1
3rd +2 Martial Paragon 3 1
4th +2 Basic Ability Improvement 3 1
5th +3 - 4 2
6th +3 Martial Paragon Feature 4 2
7th +3 - 4 2
8th +3 Basic Ability Improvement 4 3
9th +4 - 5 3
10th +4 Greater Cunning Insight 5 3

Class Features

As an Interloper, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per interloper level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per archer level after 1st

Proficiencies


  • Armor: Light and medium armor, shields
  • Weapons: All simple weapons
  • Tools: Disguise Kit, Burglar Kit, or Performance Kit

  • Saving Throws: Fortitude
  • Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) chain shirt
  • (a) one simple melee weapon
  • (a) one simple ranged weapon (w/ 20 pieces of ammo)
  • (a) a dungeoneer's pack or (b) an explorer's pack

Martial Feats

You gain the knowledge of various martial and magical abilities that you may use in and out of combat. You know a number of Martial Feats as shown on the Interloper table.

There are two types of feats, Simple Feats that don't require the use of stamina and Dynamic Feats that require you to expend your exceptional stamina (refered to as stamina). As you level up your stamina increases. You may use Dynamic Feats a number of times per short rest as you have stamina. You may have one ongoing feat active at one time. A second ongoing feat negates the previous ongoing feat effects.

When you gain a new level of Archer you may relearn a previous Martial Feat choice.

Cunning Insight

During a short or long rest, you may train your mind and body to be ready for almost anything. Choose two Cunning Insght skills shown below, you may use your reaction to use your cunning insight to sow discord among your enemies that are within your natural reach (typically 5').


  • Quite Annoying: Whenever a creature initiates a skill check you may use your reaction to impose disadvantage on their roll if they are within your reach.
  • Snatch Item: Whenever a creature uses the Use an Item Action, you may use your reaction to attempt to steal the item being used. Make a Strength or Dexterity (Sleight of Hand) versus Strength or Dexterity (Sleight of Hand) contest. If you succeed you take the item. You must have a free hand to use this Cunning Insight.
  • Unhelpful: Whenever a creature uses the help action within your reach, you may use your reaction to intercept that creature and cause their help action to fail.
  • False Start: Whenever a creature within 30' uses the Ready Action, you may use your reaction to cause the creature to count as if the trigger had occured.
Where Are My Core Feats!?

No worries! With DM permission you may take these feats as a simple feat choice. You do not gain any ability score bonus from the feat.

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Homebrew

Interloper Paragon

At 3rd level you choose an Interloper Paragon and gain two features, you gain an additional paragon feature at level 6. The choices in this document are the Name Thief, Master Thrower, and paragons.

Basic Ability Improvement

When you gain this feature at level 4 and 8 you increase one ability score by +2 or two ability scores by +1. You can not increase your ability scores over 20 with this feature.

Greater Cunning Insight

Starting at 10th level you gain all Cunning Insight skills after a short or long rest.

Interloper Paragons


The Devo

Masters of the whip, the Devo excels with one of the most unwieldly weapons... And they make it look good.

Whip It Good

Starting at 3rd level you always have advantage on Performance and Sleight of Hand checks.

Crack That Whip

Starting at 3rd level, while wielding a whip, you may use Quite Annoying and Snatch Item if the creature is within reach of your whip.

When a Problem Comes Along

Starting at 6th level the reach of your whips is 15'. Additionally your whips deal 1d6 base damage.


Master Thrower

Master Throwers learn to use thrown weapons with incredible grace and power, these Interlopers can use their Cunning Insight at a greater range.

All Seeing Eagle Eyes

Starting at 3rd level you always have advantage on Perception and Investigation checks.

Cunning Throw

At 3rd level you may use Master Anoyance and Unhelpful at range. The range of your these Cunning Insights is equal to the normal range of any thrown weapon you are weilding.

Follow Up Throw

Starting at 6th level if you use a Cunning Insight skill with a thrown weapon you have advantage against the target on your next attack.

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Homebrew

Martial Feats

There are two type of martial feats. Simple feats do not require the use of stamina while Dynamic feats use up stamina. If you want a "simple" character, then simple feats are the way to go. Some feats will have a level prerequisite; this level refers to your Archer level. Some feats have Paragon Path prerequisites. Each use of a Dynamic Feat uses up 1 stamina.

Simple Feats


Always Armed


Prerequisites: 13 Str or Dex

You ignore the load time for simple weapons, even if you don't have a free hand you find a way to get your weapon loaded (I suggest the use of teeth or a special feat of agility). Additionally you may draw a number of throw weapons on your turn equal to the number of attacks you have.

Blind Fight

Prerequisite: 13 Int or Wis

Creatures you can’t see don’t have advantage on attacks against you. Additionally you don't take penalties for moving at full speed while you can't see.

Extra Attack

Prerequisite: Level 5

Whenever you take the weapon attack action you may make two weapon attacks instead of one.

Flash Step

Prerequisite: 2nd Level

You may use the Disengage Action as a bonus action on your turn.

Improved Jump

Prerequisite: 13 Str

Whenever you jump you don't provoke an opportunity attack from the first creature you move away from. If there are multiple creatures, you may select which one you surprise with your jump and don't provoke from moving away from. Additionally, whenever you jump you count as if you had a running start.

Improved Maneuver

Prerequisite: Level 9

Choose a basic combat maneuver (climb onto a bigger creature, grapple, shove, etc...), you have advantage on any contests when using that maneuver.


Pin

Prerequisites: Str or Dex 13, Int or Wis 13

You may use your thrown weapon to pin a creature to a solid object or to the ground. The creature counts as grappled to that location. A DC 13 Strength (Athletics) check allows the target to break the grapple.

Missile Shove

Prerequisites: Str or Dex 13, Int or Wis 13

You may use the Shove (Push) maneuver with a thrown weapon.

At Level 7: You may now use the Shove (Prone) maneuver with a thrown weapon.

Quick Grab

Prerequisites: Str 13, Dex 13

You may replace an Opportunity Attack with a grapple.

At Level 7: Whenever you grapple a creature you may use a bonus action on your turn to restrain them.

Quick Shove

Prerequisites: Str 13, Dex 13

You may replace an Opportunity Attack with a Shove (Push) maneuver.

At Level 7: Your Opportunity Attack may be replaced with a Shove (Trip) maneuver.

Quick Climb

Prerequisites: Str 13, Dex 13

You may replace an Opportunity Attack with a Climb Onto A Bigger Creature maneuver. If you are hidden from the creature, they may not be aware that you hitched a ride.

Skilled

Prerequisites: Level 2

You gain proficiency in two skills of your choice and one tool of your choice

Weapon Expertise

Prerequisite: 15 Str or Dex

While wielding a weapon which you are specialized with you are considered to be wearing armor, this does not stack with other sources of armor. The Damage Reduction is based off your proficiency bonus. You gain DR equal to your proficiency bonus minus 1, to a maximum of DR 3.

Weapon Finesse

Prerequisite: 13 Str and Dex

Heavy, Light, and Versatile weapons gain the Finesse property.

Note: The finesse property replaces the heavy property on heavy weapons. While using a normally heavy weapon as a finesse weapon the Interloper wouldn't be able to use the 5e core feat Great Weapon Master as the great sword is no longer being used as if it was heavy.

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Homebrew

Dynamic Feats


Charming

Prerequisites: 5th Level

You learn to use an action to smile in just the right way, give a person "those eyes", or compliment someone just right that you can typically get what you want. You suggest a course of activity (limited to a sentence or two) and influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

Perform a Charisma (Persuasion) or (Deception) versus Wisdom (Insight). If the target fails, it pursues the course of action you described to the best of its ability. The suggested course of action lasts for 1 hour. If the suggested activity can be completed in a shorter time, this ability ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before this ability expires, the activity isn’t performed.

If you or any of your companions damage the target, they are no longer compelled to perform this

Special: You can only use this feature on a specific creature no more than once per short or long rest. This is a charm effect. Using this feat expends one stamina.

Throw Anything

Prerequisites: 5th Level, 13 Str, Master Thrower Paragon

When you learn this feat all thrown weapons deal at least 1d8 base damage. You do not need to expend stamina to use this feature.

You may use a bonus action to expend one stamina to increase the range of your thrown weapons to 100' for the next 10 minutes. This includes any object or weapon that you desire to throw. You must be able to lift the weapon or object in order to throw it.


Dual Whip Extrodinaire

Prerequisites: 5th Level, Devo Paragon

When you learn this feat you may grapple creatures and object with your whips. Additionally you may dual wield whips. You do not need to expend stamina to use this part of the feature.

You may use your action while dual wielding whips to grapple two creatures within reach. These creatures have disadvatnage on their initial grapple roll. Any creature that is grappled with your whips may move close to you but not further away unless you allow them to.

1,000 Attacks

Prerequsitites: Level 7, 16 Str or Dex

As an action you may make a weapon attack against a number of creatures eual to your proficiency bonus +1 that are within reach or range of your weapon. A successful Reflex save halves the damage.

Special: You may move between these attacks if you use your bonus action.

Swift Falcon Tactics

Prerequisites: 15 Dex, 13 Int or Wis

Whenever you roll initiative you may use your reaction to roll with advantage.

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Homebrew

Stuff

  • This is Draft 1.0 by HolyThunderPunch (if you use Reddit) R.Shackleford (if you use Giantitp)
  • I would like to add artwork to this but I have no talent, sorry.
  • This is based off a combination of 5e and some houserules my groups use. Kyrx from giantitp created a great document that puts most of them together (independant to my group) into one document http://homebrewery.naturalcrit.com/print/rJND7KpV .
  • However the Interloper should be easily converted to basic 5e rules. For the most part there isn't a huge difference.
  • I want to thank the fine people who use the Giantitp.com 5e forum and homebrew. Agreements and disagreements all help when making homebrew and I'm on that site quite a bit.
  • Want to make official looking homebrew as swanky as this? Go to www.Homebrewery.naturalcrit.com

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Homebrew