Base Class: Rogue
Spies share characteristics with that of assassins, but tend to be more about finding information and hiding information, rather than killing.
Bonus Proficiencies
Starting at 3rd level, you gain proficiency with the disguise kit and forgery kit.
Glib Lie
Effects that would force the spy to tell the truth must succeed a DC = 8 + your Cha modifier + your proficiency bonus in order to affect you. If it fails, you may lie, but the caster has no idea you are doing so.
In addition, you gain a bonus on Charisma (Deception) checks to lie convincingly equal to one-third of your level.
Slippery Mind
Starting at 9th level, you have advantage on saving throws to resist mind-affecting spells to control or influence you.
In addition, if you succeed on the saving throw, you may choose to appear to have failed the save. You may choose to "end" the effect of the spell as a normal action.
Silent Takedown
By 13th level, you have learned how to sneak up on unaware enemies and subdue them without resistance. You may make a melee attack against a surprised or unwitting creature with a +1 bonus to hit. If the attack hits, the creature must make a Constitution saving throw or fall unconscious. This action doesn't generate any significant amount of audio or visual disturbance. For a creature to notice, it must make a Perception check with a DC equal to your rogue level + your Dex modifier + 8.
Master of Disguise
By the time you reach 17th level, you have become so adept at becoming other people through the art of disguise that switching outfits has become a second nature. You gain a bonus equal to half your level on Charisma (Deception) checks to disguise yourself. You may attempt to disguise yourself as a single action, taking a -5 penalty on the check.
Also, when your mind is being read by magic, you become automatically aware of the attempt and may choose to either end the spell immediately or present whatever information they wish to read.
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