Sneak Attack (1/Turn). The agent deals an extra 17 (4d6) 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 agent that isn't incapacitated and the agent doesn't have disadvantage on the attack roll.
Multiattack. The agent makes two melee attacks.
Shortsword +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Hand Crossbow +1. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Throw magic flask. The agent is able to use a bonus action to throw a flask. Each flask has a different effect. The agent has one unit of each flask. The flask breaks upon impact and triggers its effect.
- Ice Blow +7 to hit, range 30 ft., 5 ft radius circle. Hit: 15 (4d6) cold damage. The flask spreads an ice-cold puff in an area. Any creature in the area of effect must make a CON DC 15 saving throw. In case of failure they take full damage, otherwise the damage is halved. The area remains difficult terrain covered in ice, and any creature walking on it must make a DEX DC12 saving throw or fall prone. The effect lasts for 1 minute.
- Burning Cocktail +7 to hit, range 30 ft., 5 ft radius circle. Hit: 6 (2d6) fire damage. The flask spreads a lava-like liquid in an area. Any creature in the area of effect must make a DEX DC 15 saving throw. In case of failure they take full damage, otherwise the damage is halved. Every creature in the area must take one action to remove the liquid from their body and take (2d6) fire damage, otherwise they take (1d6) fire damage per turn at the end of their turn. The effect lasts for 1 minute. Not that the effect ends if the creature enters in contact with water or ice.
- Crazy Spores +7 to hit, range 30 ft., 5 ft radius circle. The flask spreads a yellow-ish gas in an area. Any creature in the area of effect must make a WIS DC 15 saving throw. In case of failure they start hallucinating, seeing things that aren't real (they can mistake a friend for foe, see holes in the ground that aren't there, hear things that don't exist, etc. To the DM discretion). The effect lasts for 1 minute. Every end of turn, the affected creature can make a WIS DC 15 saving throw to remove the effect.
- Smoke Bomb: Creates a 10 ft radius circle area of dense smoke. Creatures inside can't see anything, creatures outside can't see what's inside, nor through it. Creatures can still vaguely estimate where the targets are and try hitting them with a disadvantage. The agent can navigate freely in the smoke though, and can make free sneak attacks to the creatures inside (not when outside of the smoke though).
Cunning blow. When a creature is triggering a reaction from the agent by moving away, the agent takes an attack with advantage. If successful, the attack also divides by 2 the speed of the target.







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