Base Class: Rogue
In a society that holds endless secrets, few keep and find out more than the Spymaster. Using their cunning and innovation with a dash of a License to Kill, Spymasters are employed directly by the rulers that be throughout the realms to destabilise and sabotage their enemies in secret, whilst taking none of the blame in the process. Spymasters politically are the secret force behind the web of lies that forms politics that ends wars before they even begin.
Master of Disguise
Beginning at 3rd level, you have learned how to master the art of disguise and deception to ensure that those around you never know your true identity that could possibly tie you back to your employer. You can now cast the Disguise Self spell at will using your Charisma modifier (DC 8 + Proficiency + Charisma), and when making a Deception check, any D20 dice roll that rolls less than an 8 becomes 8 on the dice roll, which you add your appropriate modifiers to.
In addition, you may use your Cunning Action to attempt to charm a target that can see you within 60 feet of you for up to 1 minute. Make a deception check, contested by the target's insight check. On a success, the target is charmed by you for 1 minute, or until you target it with an attack or spell. At the end of the minute, the target knows it was charmed by you. A creature who succeeds against you on their insight check is immune to this feature for 1 hour.
Codemaster
At 9th level, your training in the way of a spy allows you to speak and understand all languages, written, spoken or even simply thought of. You automatically intercept any telepathic messages within 120 feet of you and gain one-way telepathy of 120 feet as an action. In addition, you can perfectly mimi the speech of any creature you have heard.
Grappling Hook
At 13th Level, you ensure you always go into an operation with the right tools for the trade that guarantee nothing is inaccessible to you, and gain a grappling hook that you always keep hidden on your body and melds into your disguises. Using your cunning action a number of times equal to your proficiency modifier a short rest, you can fire your grappling hook at a creature or point you can see within 90 feet. Make a ranged spell attack on the target that you are proficient within using your charisma modifier. On a hit, the target takes 2d8 Force Damage plus your Charisma modifier and you can choose to teleport to the target's location. If a creature is grappled by this attack, the next weapon attack you make against the target is made with advantage.
License to Kill
At 17th level, you have come to master the last skill required for your true spymaster training and have been granted divine authority from your masters to formally assassinate an execute a target or priority through your Spymaster's willpower. When you use your sneak attack feature on a target, you can choose to automatically maximise your sneak attack damage. Once you have used this feature, you cannot do so again until you take a long rest, unless you take 2 points of exhaustion to use this feature again.
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