Fighter
Base Class: Fighter

Suave and debonaire, dressed to the height of fashion and trained to the height of combat expertise, the gentleman spy is as deadly as he is courteous, the perfect mixture of martial and social training. Those who follow this archetype are often special operatives, spies, and hitmen, trained to blend in with high society before striking their marks.

Charming Defence

Beginning when you choose this archetype at 3rd level, your personal charisma allows you to forgo armor. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Student of Words

At 3rd level, you gain proficiency with the Stealth skill and either the Persuasion or Deception skill (your choice).

Deception

You gain proficiency in the Deception skill.

Persuasion

You gain proficiency in the Persuasion skill.

Chivalrous Charm

Starting at 7th level, your suave personality can befuddle the minds of those you speak to. If you spend at least 1 minute talking to a creature and do not attack it, you can attempt to charm the creature. The creature must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for 10 minutes.
     A creature has disadvantage on this saving throw if it is attracted to your gender and species. If the creature sees you attempt to use this feature on another creature, it can  repeat its saving throw, ending the effect on a success. This effect also ends early if you or one of your allies attempts to harm the creature.

Hidden Weapons

Beginning at 10th level, you become a master at hiding weapons on your person. During a short or long rest, you can hide a number of weapons each weighing 1 lb. or less about your person equal to your Dexterity modifier (a minimum of 1). You can hide a sidearm with this feature, but it counts as 1 extra weapon for each lb. of its weight beyond 1 lb. A creature trying to find these weapons on your person must succeed on an Intelligence (Investigation) check (DC equal to 8 + your proficiency bonus + your Fighter level).
     If you draw a hidden weapon during the first round of combat in which you surprised a creature, you have advantage on attack rolls with that weapon against any surprised creature. You can only gain this benefit if you were not wearing any visible weapons when you surprised that creature.
     In addition, you can draw or sheath two weapons as part of your movement on your turn, instead of one. These can include your hidden weapons.
     A disguised weapon, such as a sword-cane (see sidebar) is considered a hidden weapon for the purposes of this feature, but does not count towards your number of hidden weapons.

Sword-canes
A sword-cane is a kind of concealed weapon. It constitutes a cane, which can be used as a club, and contained in the cane, a rapier.
     As a bonus action, you can draw the rapier from the cane or return it to the cane. A successful DC 12 Intelligence (Investigation) check is required t locate the rapier inside the cane if you are not familiar with the item.
     A fighter intending to choose the Gentleman Spy archetype can start with a sword-cane instead of one of the martial weapons in their starting equipment.

Slip-away

Starting at 15th level, you master the art of slipping out of bonds and away from sight. You cannot be grappled, paralyzed or restrained.
     In addition, if you are at least lightly obscured by crowds, furniture, or other urban barriers, you can use the Hide action as a bonus action.

Subtle Strike

At 18th level, your mastery of subtle tactics and surprise attacks reaches its pinacle. You add your Charisma modifier to your Initiative rolls.
     Any hit you score against a creature that is surprised is a critical hit.
In addition, if a creature within 10 feet of you misses you with a melee weapon attack, you can use your reaction to attempt to distract that creature. It must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failed save, you have advantage on attack rolls against that creature until the end of your next turn. Creatures that are immune to charm are immune to this effect.

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