Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Venomous Strike. Once per encounter, a member of the Emerald Vipers can apply poison to their weapon as a bonus action. The next successful hit with that weapon deals an additional 2d6 poison damage. Targets must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute.
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
Rulers, nobles, merchants, guildmasters, and other wealthy individuals use rogues/spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal rogues/spies would rather die than divulge information that could compromise them or their employers.







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