Spies, the elusive agents of espionage, operate in the shadows, gathering critical information and unraveling secrets for their patrons or the highest bidder. They are masters of disguise and deception, honing their skills through rigorous training and often putting their lives on the line to infiltrate enemy territory. Their role is essential in the realm of intelligence, as they provide vital information for strategists, nobles, or clandestine organizations.

Spies undergo extensive training in various disciplines to prepare them for their covert operations. They are skilled in stealth, acrobatics, lockpicking, sleight of hand, and the art of deception. They learn to blend seamlessly into different social circles, adopting different identities and disguises as needed. They are also trained in combat, specializing in quick strikes and exploiting vulnerabilities to incapacitate or eliminate threats efficiently.

What sets spies apart is their ability to adapt and thrive in diverse environments. They are experts in improvisation, making use of their wit and resourcefulness to overcome challenges on the fly. Their mastery of disguises and false identities allows them to slip past guards, infiltrate organizations, and gather valuable information without raising suspicion.

Strengths

  • Stealth and Infiltration: Spies excel at moving silently and remaining undetected, allowing them to access restricted areas and gather information without being noticed.
  • Deception and Manipulation: They possess the skills to convincingly portray different personas, making it easier for them to gain the trust of targets or infiltrate secretive organizations.
  • Combat Proficiency: Spies are trained in martial arts and armed combat, enabling them to defend themselves when their cover is compromised or engage in targeted assassinations if necessary.
  • Information Gathering: Their ability to observe, analyze, and extract valuable information is unparalleled. Spies can uncover hidden secrets, decipher codes, and piece together the bigger picture to provide crucial intelligence to their patrons.

Weaknesses

  • Vulnerability to Exposure: Despite their skills, spies are not invincible. If their cover is blown, they may face dire consequences, including capture, interrogation, or even death.
  • Emotional Toll: The life of a spy is filled with constant danger, isolation, and the need to maintain a web of lies. This can take a toll on their mental and emotional well-being, leading to trust issues and a sense of detachment.
  • Reliance on Secrecy: The success of a spy heavily depends on maintaining secrecy. If their activities are discovered or their intelligence compromised, it can jeopardize not only their mission but also the safety of their patrons and allies.

Stat Block

Armor Class

Hit PointsSpeed
SkillsSensesLanguages
15 (Leather Armor)8030 ft.Athletics +5, History +2, Perception +3Passive Perception 16Common, Dwarvish, Elvish
Saving ThrowsDamage VulnerabilitiesDamage ResistancesDamage ImmunitiesCondition Immunities
Cha +6, Dex +2N/APoisonN/AN/A
STRDEXCONINTWISCHA
11 (+0)
19 (+4)
12 (+1)
16 (+3)
14 (+2)
19 (+4)

Abilities:

  • 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 11 (2d8) 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.

Reactions:

  • Pickpocket. The Spy has advantage on Dexterity (Sleight of Hand) checks that involve stealing an object from other creatures' person.
    • If the Spy spend at least 1 minute observing or interacting with another creature outside combat, they can learn if the creature has a purse, wallet, pouch, or other similar object that contains at least 1d20 gp worth of valuables.

  • Hidden Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 5) piercing damage.

Actions:

  • Multiattack. The Spy makes two melee attacks.

  • Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 5) piercing damage.

  • Special Perfumes. The Spy can use an action to put on one of two special perfumes that last for 10 minutes. Each humanoid in a 20-foot-radius sphere centered on the Spy must make a Charisma saving throw DC 16. If a creature fails its saving throw, choose one of the following two effects.

    1. They are charmed by the Spy until the effect ends or until any harm comes to them. The charmed creatures regards the Spy as a friendly acquaintance.

    2. They fall unconscious until the effect ends, the sleepers takes damage, or someone uses an action to shake or slap the sleepers awake.

  • Great Actor. The Spy is well versed in the art of acting. They have advantage on Performance, Persuasion and Deception while disguised with a Disguise Kit. They can also grant advantage to an ally within 10 ft that is making Performance, Persuasion and Deception roll.