Base Class: Rogue
Rogues are familiar with subterfuge, this is nothing new. You, however, are a spy. Be it a simple paid job to infiltrate and handle a rival company’s finances, or you’re a loyal member of a kingdom’s secret court: you get in, handle your task, and get out, with enemies none the wiser.
Marksman
3rd level Gentleman Spy feature
Ranged weapons are your bread and butter. While wielding a ranged weapon, your attacks deal an extra +2 damage. Additionally, you ignore disadvantage when rolling to attack a target at long range.
Master of Disguise
3rd level Gentleman Spy feature
You’ve studied all manner of individuals as part of your training, and have learned how to copy them nearly flawlessly. You gain double proficiency with a disguise kit, and can even use it to create disguises of creature’s with different sizes and body shapes (extra arms, wings, tails, etc.). While disguised, you have advantage on Performance and Deception checks.
Shaken, Not Stirred
9th level Gentleman Spy feature
A good spy needs to know how to make a good drink, and to make sure that drink works to his advantage.
You gain proficiency in Brewer's Supplies, Alchemist's Supplies, and Poisoner's Kit.
During a short rest you can use Alchemist's Supplies or Poisoner's Kit to make one of six serums. You can carry an amount of these serums equal to your proficiency bonus.
- Truth Serum - Either injected into a target creature as an action, or ingested by putting it in a drink, the creature then makes a Wis saving throw with a 8 + your proficiency bonus + your Intelligence modifier. A target who drinks it unknowingly has disadvantage.
- On a fail, when asked a question, the target creature must answer questions truthfully for the next hour.
- On a success, when asked a question the creature rolls a Concentration Check with a DC of 10. If they succeed they can tell a lie for that question.
- Love Potion - Slipped into a drink or draped on food, the first creature to ingest a Love Potion must make a Wis saving throw with a 8 + your proficiency bonus + your Intelligence modifier.
- On a fail the target is charmed by you for 1d6 hours, and will not know you charmed them.
- On a success the target creature is not charmed, and knows they were tampered with, but they do not know by whom.
- Deadly Poison - Either injecting it into a creature as an action or by placing it into food and drink, the creature targeted by this must make a Constitution Saving Throw equal to 8 + your proficiency bonus + your Intelligence modifier.
- On a fail, they take 5d10 poison damage, resistance is ignored, and if they survive they have the Poisoned condition for 1 hour.
- On a success they take half as much damage, and no other effects apply.
- Smoke Bomb - As an action, you can throw the smoke bomb a distance of 10/30 ft. On impact with the ground, the smoke bomb explodes and creates a 20 ft cube of smoke. Creatures in that cube must make a Constitution Saving Throw equal to 8 + your proficiency bonus + your Intelligence modifier.
- On a fail they are knocked unconscious for 1 turn, waking up on their next turn.
- On a success they make their next attack roll at disadvantage.
- Healing Salve - As an action you can apply the healing salve to one creature of your choice. The salve heals 1d4 at the start of their turn for 1 minute. If a creature is knocked unconscious while being healed by the salve, they will continue to benefit from the salve, but will not be made conscious.
- Liquid Adrenaline - As an action you can inject a creature of your choice with this serum. The creature gains three benefits that last for one minute.
- They gain temporary hp equal to 1d6 + your proficiency bonus.
- Their walking speed is doubled.
- When they successfully make an attack roll with a weapon once per turn, they can add their proficiency bonus to the damage roll.
- If a creature has this serum injected more than once per long rest, every injection causes 2d4 poison damage.
Escape Artist
13th level Gentleman Spy feature
You've become incredibly aware of traps and their mechanisms.
You have advantage on thieves' tools checks to disarm traps, and take half damage when a trap is triggered. You can use your reaction to give one ally this benefit.
Gadgeteer
17th level Gentleman Spy feature
You’ve ascended to the highest ranks of your organization. As such, you can choose 2 out of 6 different pieces of equipment. You can change which piece of equipment you own after a long rest, but doing so destroys the original piece of equipment.
- Jetpack
- Solar Pistol
- Invisibility Watch
- Umbrella Shield
- Ethereal Glasses
- Arrow Catching Suit
Arrow Catching Suit
While wearing the suit, You have resistance to ranged weapon attacks. Additionally, 3 times per long rest, you can cast the Shield Spell.
Ethereal Glasses
As an action once per short rest you can turn on the Ethereal Glasses which lasts for 1 hour. While active you can see invisible creatures, and solid objects appear as semi transparent, allowing you to see through walls. These also allow you to see in non magical darkness up to 100 ft and through magical darkness up to a 5th level spell.
Invisibility Watch
As an action once per short rest, you can activate the watch to become invisible for 1 hour.
Jetpack
Jetpack - Gadgeteer option
As a bonus action once per short rest, you can activate your Jetpack for 1 minute. While active, you gain a flying speed of 50 ft, and the ability to hover. If you dash past a creature, it will take fire damage equal to your proficiency bonus.
Solar Pistol
The solar pistol is a +1 ranged weapon that deals 1d10 radiant damage. 3 times per long rest as an action, you can "overcharge" the solar pistol and cast Disintegrate at 6th level without verbal or material components. It has a range of 100 ft.
Umbrella Shield
A discreet shield a spy can use. The umbrella counts as a simple melee weapon with the finesse property, dealing 1d6 + Dex modifier bludgeoning damage. As a bonus action, you can open the umbrella where it becomes a +1 shield that you are proficient with. You can use the shield to shove, and the creature contesting the shove must make a Dexterity saving throw at disadvantage versus 8 + your Dexterity modifier + your proficiency bonus. On a fail they take the damage of half your sneak attack dice rounded down in piercing damage.
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