Spy
You are a master of espionage, a ghost hiding in plain sight. You can blend in anywhere, gain the trust of anyone, and then, once you have whatever you were after, disappear without a trace. No one but your most trusted associates knows who you really are.
Spies are detectives and thieves, but accomplish their goals through disguise, trickery, and deception more than pure stealth or investigation. They are experts at getting people to lower their guard and spill their secrets, but they are also trained to fight when things inevitably go wrong.
Proficiencies
Saves: Dexterity and Charisma
Skills: Choose four from Arts and Crafts, Deception, Insight, Intimidation, Mechanics, Medicine, Perception, Performance, Persuasion, Security, Sleight of Hand, Stealth, Streetwise, and Vehicles.
Espionage Expertise: You gain expertise in one skill, chosen from Deception, Perception, Performance, Persuasion, Security, Sleight of Hand, or Stealth. You must be proficient in a skill to gain expertise in that skill.
Equipment: Basic, Advanced, Improvised, and Military Equipment
Equipment Recommendations
Equipment Pack: Spy Pack
Weapons: Muzzleloader pistol x2 or muzzleloader rifle, reinforced leather gloves x2
SPY TALENTS
Person of Mystery (Level 1). Your true identity is obscured behind many layers of fake IDs and redacted government records. You can fabricate a new identity given 1 hour of work, granting you a passport and other identifying documents, a birth certificate and work history. This new identity is legally foolproof, but you must make ability checks as normal to fool anyone who has met you under an earlier identity.
I Just Work Here (Level 1). You have learned to blend into your environment and make your tools appear to be simple civilian objects. You have advantage on any ability check made to blend into a crowd, pretend to be a normal person, or conceal an item on your person.
In addition, during a long rest, you can modify any weapon or tool so that it appears to be a harmless object of a similar size and shape. A rifle might appear to be an umbrella, or an explosive might hide under the guise of a cigar. This camouflage is perfect to the naked eye and stands up to casual scrutiny, but close inspection reveals the truth. You can modify up to a number of objects during your rest equal to your proficiency bonus.
Rigged (Level 3). You are skilled in the art of trap-making. You have advantage on ability checks made to set traps or rig explosives.
Advanced Combat Training (Level 5). Once during your turn, when you take the Attack action, you can make two attacks as part of that action.
Intelligence Expertise (Level 7). You gain expertise in two additional skills, chosen from Deception, Perception, Performance, Persuasion, Security, Sleight of Hand, or Stealth. You must be proficient in a skill to gain expertise in that skill.
Consummate Professional (Level 9). You are always put together, and nothing can stop you from getting the job done. Whenever you make an ability check, attack roll, or saving throw, you can ignore one source of disadvantage that applies to that roll.
SPY TRICKS
Your Charming Hero level determines the number of spy tricks that you know, as shown in the Tricks column of the Charming Hero table.
Drive It Like You Stole It. You tend to use stolen, rented, or government issue vehicles. After you make an ability check to operate a vehicle, before determining the result, you can spend an Influence die to drive recklessly. Roll the Influence die and add it to the result of the check. Until the vehicle stops moving or you are no longer driving it, you can roll and add that Influence die to any check with that vehicle. However, after each additional time that you do, your vehicle automatically suffers one level of body damage, loss of control, or loss of power (your choice).
Entering Without Breaking. You know how to get into places without leaving a trace. When you make an ability check to enter a location into which you aren’t allowed— to pick a lock, lie to a security guard, spoof an ID, climb a fence, sneak past a sentinel, etc.—you can spend an Influence die to do so without leaving evidence of your entry. Roll the Influence die and add it to the result of your ability check. If you succeed, you leave no trace of your entry. No one gets a good enough look at you to identify you. No alarms are tripped simply by your entry. Locks are left in pristine condition, with no evidence of tampering. You leave no footprints, fingerprints, or other signs. Once you’re inside, however, this benefit no longer applies: further guards, locks, etc. are treated normally.
Go to Sleep. You have trained extensively in ways to knock people unconscious with a single strike. As a special attack, you can spend an Influence die to choose one surprised enemy within 5 feet of you. Roll the Influence die a number of times equal to your hero level plus your proficiency bonus. If the combined total of these rolled dice is greater than or equal to the target’s current hit points, the target is knocked Unconscious for 1 hour.
No Witnesses. Sometimes, someone must die, and you know how to make that happen. When you make an attack, you can spend an Influence die before rolling the attack. Roll that Influence die and add it to the result of your attack. If you hit, roll the Influence die again and add it to the damage you deal. If the target is surprised, roll the Influence die twice and add it to the damage you deal.
Quick Change. You can change your outfit almost instantly, allowing you to change personas on the fly. As an action, you can spend an Influence die to instantly swap your clothing, make-up, and accessories into a new disguise. For the next hour, whenever you make an ability check to convince anyone of your disguise, roll that Influence die and add it to the result. You must have a disguise kit or access to improvised supplies to use this trick. Anyone who sees you change is not fooled.
Time To Improvise. You spend a lot of time running or driving through unfamiliar places, and you have learned to quickly adjust to new problems. After you roll an ability check or saving throw against a complication during a chase, you can spend an Influence die. Roll that die and add it to the result of your check or save.
Spy Table
Level | Talents |
---|---|
1 | Person of Mystery, I just Work Here |
3 | Rigged |
5 | Advanced Combat Training |
7 | Intelligence Expertise |
9 | Consummate Professional |
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