Spy (5e Class)

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Spy

"Tell me," the Blu Spy said, looking around at his colleagues. "Did anyone happen to kill a Red Spy on the way here?" Heavy, Scout, and Soldier all shook their heads. "No? Then we still have a problem." The Blu Spy dropped his luggage, which he slung behind him over his shoulder. He carried a Blu Sniper with a butterfly knife driven into his back.

Introduction To the 5e Spy

A new approach to the Rogue's playstyle, the role of a Spy is to move on ahead and infiltrate into the enemy's backline, stalk for vulnerable openings and so, with quick and precise backstabs, cut their party's problems down. One by one.

Creating a Spy

Quick Build

Spies are nimble and cunning, which may require an additional investment on Dexterity, and for creating their own openings, require Charisma for their tricks to be convincing enough. Constitution is the least of their worries, as any good spies will not give any chances at retaliation.


Class Features

As a Spy you gain the following class features.

Hit Points

Hit Dice: 1d8 per Spy level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spy level after 1st

Proficiencies

Armor: Light Armor proficiency
Weapons: All forms of Dagger-like weaponry, plus Hand Crossbow, Rapier, Handgun and Revolver.
Tools: Thieves' Tools, Poison Kit.
Saving Throws: Dexterity, Charisma.
Skills: Choose four (4) skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather Armor or (b) Fine Clothes
  • (a) A Butterfly Knife (Dagger) and a Revolver or (b) A Wrist Blade (Dagger) and an Arm Crossbow or (c) A Rapier and a Flintlock
  • (a) Thieves' Tools or (b) Poison Kit
  • (a) Adventurer's pack or (b) Dungeoneer's pack or (c) Explorers pack

Table: The Spy

Level Proficiency
Bonus
Flanking Mastery Bonus Features
1st +2 1d6 Resourceful, Flanking Mastery
2nd +2 1d6 Infiltration Tool (Invisibility)
3rd +2 2d6 Backstab
4th +2 2d6 Ability Score Improvement
5th +3 2d6 Resourceful, Sleeve Draw
6th +3 3d6 Infiltration Tool (Sapper)
7th +3 3d6 Hurried Sabotage, Rewired Sabotage
8th +3 3d6 Ability Score Improvement
9th +4 4d6 Resourceful, Butterfly Effect
10th +4 4d6 Infiltration Tool (Disguise Kit)
11th +4 4d6 Impersonation
12th +4 5d6 Ability Score Improvement
13th +5 5d6 Resourceful
14th +5 5d6 Infiltration Tool Upgrades
15th +5 5d6 Trickstab, Headshot
16th +5 6d6 Ability Score Improvement
17th +6 6d6 Infiltration Tool (Fake Death)
18th +6 6d6 Collector's Edition
19th +6 6d6 Ability Score Improvement
20th +6 8d6 Perfectionism

Resourceful

You always have a way with things. Be it due to natural talent or a quick grasp of how things tick, your natural resourcefulness works mostly for your advantage.

At the levels 1, 5, 9 an 13, you may choose to be proficient at any bonus skill, weapon, armor or tool. If you are already proficient at it, you may double to expertise.

Flanking Mastery

A master of striking occupied opponents.

Attacks done against enemies you have Advantage against will receive additional damage equal to 1d6 (Increased by level). If there are any (non-incapacitated) allies within melee range of the unit being attacked, you don't require Advantage to activate this.

Sleeve Draw

You're capable of swapping weapons with a flick of a wrist. Swapping from a Revolver to a Dagger-type weapon (and vice versa) costs no Action, once per round.

Infiltration Tools

Eventually as your adventure progressed and your fame increases, you appropriate yourself of better tools of trade to help your jobs to become more easy. Be it by finding, creating them yourself with stolen knowledge or receiving it from third party contacts, you'll gain a specific trinket at levels 2, 6, 10 and 14.


"Invisibility Watch" (LV2) - The first tool allows you, as an Action, to cast Invisibility on yourself and your equipment for a maximum of 3 rounds before the tool's power runs out and the user is forced out of invisibility. When the artifact is not in use, it will recharge. The recharge time is equal to the amount of time the user spent while cloaked, for a max of 3 rounds. While invisible, you cannot take any offensive action. If you are touched, you become visible to anyone within line of sight with a passive Perception above 12.

This tool can be either a bracelet or wristwatch. The Spy will be able to perceive the effect's time left on the display, and coming out of visibility makes a faint noise that can be heard by enemies in melee range, or if the area is silent.


"Electro Sapper" (LV6) - The second tool allows you, as a Bonus Action, to lay a device that damages and disables Constructs, Devices and Powered Traps (Magic or not). This effect lasts indefinitely, or until the device is removed.

- You can only have a maximum of 3 devices at a time, so if it ends up breaking or you need more than your free one, you will have to find more by visiting any town with your criminal contacts, and paying a sum of 100~300 gd each (The amount may vary based on the DM's discrepancy.)

This tool is a small box with runic engravings, or a metallic box with a few loose wirings and switches, as well as a magnet belt. This will not break Invisibility, nor remove Disguises.


"Disguise Kit" (LV10) - The third and most iconic tool allows you to cast Disguise Self as an Action, but also allow your illusion to be tangible for contact purposes, and your voice to become equal to the person or creature you are disguised as. Enemies can detect through your disguise with an Investigation check. Obviously, disguising in front of an enemy will not convince them that you are someone else. Dealing direct damage to enemies or taking any direct damage will end the spell. Note that you cannot disguise as large or colossal-sized things, nor tiny.

The usage of this tool is the same as a Cantrip's. Disguising can take an Action or a Bonus Action, and can be done while Invisible.

This tool is a small case with runic engravings, or a metallic casing which has a selection of cigarettes or cigars, with a small gem on the edge that is used to 'snapshot' any entity's appearance so you may steal it. It does work on photos or pictures, but the illusion loses tangibility.


"Dead Ringer" (LV14) - The fourth and final tool allows you to feign your death. As a reaction, you can activate this tool, which casts Greater Invisibility and Haste on you for 6 rounds or until deactivated, while a tangible illusion of your dead body falls in your place. Any damage you take is also halved. If the damage would have killed you, you'll be left at 1 HP. This device can only be activated once per Long Rest.

- You can only have one of those at a time, so if it ends up breaking or becoming unpowered, you will have to find another by visiting a town with any criminal contacts, and paying a sum of 100 gd.

This tool is a golden locket, compass or pocket watch with many trimmings of silver and arcane engravings both inside and outside. Pressing the button on the last second will activate the spells held within it in a chain reaction.

Backstab

Beginning at 3rd level, striking unaware targets has become fortuitous for you. Attacking an enemy with Daggers (or similar weaponry) while behind their back will automatically become a critical hit, but this only happens once per target.

Backstabbing surprised enemies, or enemies that did not take a turn yet will also have them making a Constitution save throw, or inflict Paralyzed on them.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Hurried Sabotage

Sometimes you don't have all day to wait for the Sapper to do the job, so you give it an extra hand with the trigger finger.

You can perform, as a Bonus Action, an extra ranged attack with Advantage against a sapped unit if you have a Revolver on your hand, and if it hits, there is a chance based on Dexterity save throw (DC12) that both the Sapper and the construct being sabotaged will be destroyed.

Rewired Sabotage

Other times you do. And with patience you're able to throw a solid wrench into the construct's plans.

By spending either Two Full Actions or One Action and One Bonus Action without moving, on a sapped enemy, you may attempt to convert them to your party's side with an Intelligence save throw (DC12). On success, you will retrieve the Sapper deployed and the converted constructs will fight for you for two rounds, then shut down/get destroyed afterwards. Otherwise, your sapper is destroyed but they fight for one round before shutting down/getting destroyed.

Butterfly Effect

This is your lucky day. A generous Black Marketeer decided to pay back for one of your small services that you did long ago, which ended up benefiting them majorly. He offered to trade your current weapons, at your own choice, for others.

Dagger:

- Conniver's Kunai. Your maximum Health is permanently reduced by 50%, but performing a Backstab on an enemy will grant you a temporary shield (3 rounds) equal to 50% of their maximum Health. Landing a killing blow with it will also restore 1d10 + ConMod HP.

- The Big Earner. Your maximum Health is permanently reduced by 25%, but performing a Backstab on an enemy will set your maneuvers to both 'Dash' and 'Disengage' without taking a Bonus Action. Landing a killing blow with it will prolong the free 'Disengage' for 2 rounds.

- The Spy-cicle. Damage becomes Ice and magic. Negates fire damage and Burn status effects once, but the dagger melts into an useless mist for the rest of the fight, requiring a Short Rest to regenerate. Landing a killing blow with it will convert the enemy into an ice statue before it can react loudly to it.

- Your Eternal Reward. You cannot disguise in the middle of fights anymore, but allows you to Backstab (only once, same rules) enemies while Invisible without breaking it. Landing a killing blow with it will also disguise you as the victim while disposing of the body before it can react loudly to it.


Revolver:

- Ambassador. 3 shots before reload. You can spend an Action to aim down a headshot, which will be a critical hit.

- L'etranger. 6 shots before reload. 'Bumping' against Invisibility will no longer reveal the Spy.

- Enforcer. 2 shots before reload. While disguised, all of your attacks gain Advantage.

- Diamondback. 4 shots before reload. Backstabbing an enemy will make your next shot ignore damage reductions.

Impersonation

Acting is 99% of the job while disguised as someone. But not only that. A good acting can net you into a lot of newer opportunities for a fight. While disguised as the enemy, you can attempt to act in two ways to gain their trust:

- Offensive Acting. Attack an ally and beat their AC. The attack will not damage them. Offensive Acting will lower sentient enemies' morale, nullifying any shields granted by Charisma and giving your allies Advantage on Charisma-based checks.

- Defensive Acting. You may attempt to throw yourself in front of a nearby enemy to protect them from an attack. If you beat a Dexterity save of DC15, you will take no damage, otherwise damage taken is halved. Defensive Acting will make sentient enemies not suspect you or give them disadvantage on Investigation checks against you.

If both Acts are done flawlessly, your next Backstab will Surprise all enemies in the fight, and Fear the target.

Infiltration Tool Upgrades

You've survived this far. The underworld of crime's well-aware of your clout and importance, so from time to time, a few new visitors will reclaim each one of your tools and come back with an upgrade for them. (Time taken for each upgrade is on DM's discrepancy.)


- Invisibility Tool can regain charges if you stand still while invisible for more than one round.

- Sapper Tool can now cast Dispel Magic on the affected unit with a DEX-based spell throw.

- Disguise Tool does not require a snapshot anymore, its fueled from the Spy's memory.

Trickstab

A master of an advanced, acrobatic way of attacking your foes in the middle of their momentum.

You can take a Reaction for when enemies get into your melee range to move behind them and score a free Backstab.

Headshot

Aim right between the eyes.

You can take an Action to aim down at the enemy's head. The next attack, if it hits, will be a critical hit. If you are using Ambassador, damage will be doubled and turned from physical to magical.

Collector's Edition

Remember that Black Marketeer of yours? The same guy who's now close to becoming a millionaire? You have enough credit with him now to buy his whole arsenal. And that you did. Fancy, enchanted blades and guns make their way to you whenever you give time to appreciate your now complete collection.

Once per Long Rest you're able to swap Daggers and Revolvers from 'Butterfly Effect', but only have one of each kind at a time.

Perfectionism

You've reached the point where you're the sole inspiration for all Spies everywhere. Perfection is within reach but not even that is enough to satisfy your immense ego. At this point, you're a double or triple agent for everything and everyone. Espionage, murdering or information dealing is like a walk in the park.

Backstab deals a bonus 50% of the target's maximum HP as damage. If it did not take a turn yet, the bonus is doubled.

Disengage will allow you to intently become Invisible if so you desire.

Trickstab can be performed as a Bonus Action.

You gain bonus proficiency on all Charisma-based skills, Stealth and Sleight of Hand.


You're also addicted to nicotine, and snort while laughing. Hon hon hon.

Spy Main Path: Assassin

Jack of all trades, master of murder. Though you may not be the most flashy or deceptive 100% of the time, you get your job done effectively and all the while looking sharp.

Quick Handed

Once you start this Path at fifth level, you may now use your knife to perform a Backstab attack as a bonus action.

Shadowed Figure

At ninth level, you gain advantage + your proficiency bonus on stealth checks while under cloak.

Cloak & Dagger

When you reach 13th level, although your cloak is reduced to only 2 round instead of three, the cloak meter regenerates while under cloak while stationary. It regenerates 2x slower under cloak.

Master Stab

Once at level 17, when ever you attack with a Backstab, it is considered magical and will deal an extra 2d10 piercing damage on a successful hit.

Spy Main Path: Style

Taking style over effectiveness, Style spies can impress any who witness them doing their dirty work.

Show-Off, Show-Stopper

When you start on this spy path at level 5, you gain proficiency with Performance skill checks.

Trickstabs

At the ninth level, you gain the ability to utilize the Style spy's signature trait: Trickstabs. These Backstabs are special ways to get behind your opponent using strafing and misdirection. Each one of these maneuvers requires the user to beat an Acrobatics check of DC equal to 10 + you proficiency bonus. Such moves include:

  • Stairstab- on any slope while the opponent is chasing you, you can roll the Trickstab check. On a successful save, you jump and allow your opponent to pass under you and in front of you.
  • Cornerstab- on any corner going in, you can roll the Trickstab check. On a successful dsave, you pretend to turn the corner and your opponent follows you. When they do this, you move around them to their back.
  • Mattador Stab- when your opponent is moving towards you, you can roll the Trickstab check. On a successful save, you pretend to move to the right and your opponent compensates by going to your right. When they do this, you curve to the left and to their back.
Conniver's Kunai

At the thirteenth level, you lose exactly half of your maximum hit points (and cannot be regained) and gain advantage in Dex saves. When ever you perform a successful Backstab or Trickstab, you gain hit points equal to the amount of damage dealt. Any damage dealt that cannot be converted into hit points is instead converted into temporary hit points which will fade after 3 rounds (see Overheal) (Note: This page will update when the Medic class becomes available)

Sidestabs

At the seventeenth level, whenever you attack with a Backstab, it is considered magical. At this level, the Backstab is no longer exclusively the back of a foe. A stab attack will now be considered a Backstab if it occours in the back and the corners of a foe.

Spy Main Path: Deceitor

Rogues are not the only ones who can lie. As a Deceitor Spy, you specialize in the act of roleplay and acting.

Disguise Kit

At the fifth level, you gain the ability to use the disguise kit (provided that you have one) in a pinch, You can use an action to disguise as an enemy that you have seen in a cloud of mist. While disguising, you are considered under the effects of the Disguise Self spell. While disguising, you cannot attack. If you do, you immediately lose your disguise. Upon disguising, any Perception check done to investigate if you are a Spy or a teammate is rivaled by either a Performance check or Deception check. You may change disguises if you already have one with a bonus action.

Anything you can do, I can do better

At the ninth level, you envoke proficiency in Performance and Deception while disguised with the Disguise Kit.

Enforcer

At the thirteenth level, your revolver is now linked magically to your Disguise Kit. Whenever you shoot a creature while disguised, you deal an extra 1d10 damage.

Surprise!

At the seventeenth level, all Backstabs made from disguising are considered magical and deal necrotic damage equal to half of your current Spy level (rounded up).

Spy Main Path: Gunspy

You know, Backstabbing is overrated and overused. I have this gun, though, that's pretty cool. Yeah, I'll have what the Gunslinger's having.

Good? Bad? I'm the guy with a gun

At the fifth level, you choose a gun that fits your play style. You are considered proficient with the gun you choose.

  • Ambassador (Coming out)
  • Diamondback (Coming out)
  • L'Entranger (Coming out)
Catchphrase

At the ninth level, you choose a catch phrase to utter before shooting. Once said, your gun becomes infused with magic. Whenever you shoot, it deals an extra 1d8 necrotic damage.

Extra Attack

At the thirteenth level, you gain the Extra Attack feature.

Boom. Headshot.

At the seventeenth level, you cannot roll below a 10 with your gun when rolling to hit.



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