Spy, Variant (5e Class)

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Spy, (Variant)[edit]

The Spy[edit]

Espionage takes many forms. A halfling steals secrets from corporations and sell those secrets to the highers bidder. A lithe half-orc lurks in the shadows, waiting for the perfect moment to assassinate her mark. A tall elf gently brushes his hair aside as he slams a dagger into the guard's throat. These are spies: assassins, sellswords, and killers. Often they work for hire, sacrificing morality at the alter of profit. No job is too dirty as long as the pay is good.

Creating a Spy[edit]

When creating a spy, consider who knows that you are a spy. Is it something you're keeping secret from your party, or do you trust your friends with your profession of choice? Do you serve a specific government or are you a freelance agent, working for hire?

Quick Build

You can make a Spy quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Criminal background. Third, choose Two Daggers, a Hand crossbow, and the Burglar's Pack.

Class Features

As a Spy, Variant you gain the following class features.

Hit Points

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


Armor: Light Armor
Weapons: Simple Weapons, Rapiers, Shortswords, Longswords
Tools: Thieves' Tools
Saving Throws: Dexterity and Charisma
Skills: Choose four from: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth


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

  • (a) Two daggers or (b) A Rapier
  • (a) A Shortbow and 20 arrows or (b) A Hand Crossbow and 20 bolts
  • (a) A Burglar's Pack or (b) A Dungeoneer's Pack or (c) An Explorer's Pack
  • A set of Thieves' Tools

Table: The Spy, Variant

Level Proficiency
Sneak Attack Features
1st +2 +1d6 Backstab, Stylish Villain
2nd +2 +1d6 Infiltrator's Invisibility
3rd +2 +2d6 Spy Training
4th +2 +2d6 Ability Score Improvement
5th +3 +3d6 Sapper
6th +3 +3d6 Sneaky
7th +3 +4d6 Swift
8th +3 +4d6 Ability Score Improvement
9th +4 +5d6 Spy Training feature
10th +4 +5d6 Ability Score Improvement
11th +4 +6d6 Foresight once per day
12th +4 +6d6 Ability Score Improvement
13th +5 +7d6 Spy Training feature
14th +5 +7d6 Tremorsense, Foresight 2/day
15th +5 +8d6 Greater Infiltrator's Invisibility
16th +5 +8d6 Ability Score Improvement
17th +6 +9d6 Spy Training feature
18th +6 +9d6 Skill Mastery, Foresight 3/day
19th +6 +10d6 Ability Score Improvement
20th +6 +10d6 Deadly Criticals


At first level, you have been trained in how to hit an opponent's weak spots. You gain the Sneak Attack class feature. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon. You don't need advantage on the roll if another enemy of the target is within five feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of extra damage increases as you gain levels in the Spy class, as shown in the table above.

Stylish Villain[edit]

You forgo normal forms of protection, instead relying on your swiftness and charm to get you out of bad situations. At first level, when wearing no armor and not using a shield, your AC is equal to 10 + your Dexterity modifier + your Charisma modifier.

Infiltrator's Invisibility[edit]

At second level, you have learned simple magic to assist you in endeavors of stealth and secrecy. Choose a mundane trinket, like a watch or a necklace. While the trinket is on your person, you can use your action to cast the Invisibility spell on yourself as a 2nd level spell, using Charisma as your spellcasting ability. Once you do so, you can't do so again until you finish a long rest.

Spy Training[edit]

At third level, you choose a Path, representing your specific focus of espionage. Choose between the Path of the Assassin, The Path of Style, the Path of Deceit, and the Path of Guns. Your choice grants you additional features at levels nine, thirteen, and seventeen.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 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.


At level five you have been trained in how to more effectively disable constructs. Whenever you deal attack a construct, your attack is considered magical for the purpose of calculating resistance, and you deal an additional +2 damage to all constructs.


At sixth level, as a result of constant training and exercise, you gain expertise in the Stealth skill. If you already have expertise in Stealth, you gain an additional bonus equal to your Proficiency bonus.


At seventh level, because of your incredible acrobatic abilities, you gain the Evasion feature. Whenever you are subject to a Dexterity save that allows half damage, you instead take no damage if you succeed the save and half damage if you fail. Additionally, your Speed increases by ten feet.


You have spent your life analyzing people, and can predict their actions to a certain extent. At eleventh level, you gain Expertise with the Insight skill. Once per day, you can spend a full turn analyzing one creature. Make an insight check against a DC of 10 + the creature's Deception bonus or CR, whichever is higher. If the check is successful, you receive a hint as to the creature's next movement or attack within the next turn. The full extent of the information revealed is up to the DM's discretion. This feature can be used again after a long rest. At level 14, you can use this feature twice per day. At level 18, you can use this feature three times per day.


At fourteenth level, you are so familiar with the way creatures move you can sense them through the ground. You gain Tremorsense out to a radius of ten feet.

Greater Infiltrator's Invisibility[edit]

At level fifteen, you have been using your infiltration magic so often, you've gained an improved control over it. You can now cast Greater Invisibility using your trinket as a focus, though the duration is Concentration up to a number of rounds equal to your class level.

Skill Mastery[edit]

You have gotten mastered the use of your favored skills, going even beyond calling them an art form. At level eighteen, when using a skill you have Expertise in, you treat rolls lower than a 10 as a 10.

Deadly Criticals[edit]

At level twenty, you have mastered the art of dealing damage. Your weapons deal critical damage on rolls of 19 or 20. If you already dealt criticals on a 19 or 20, you now can deal critical damage on a roll of an 18-20. Additionally, when you roll a critical hit, you automatically deal sneak attack damage. This does not count against the normal restrictions on the Sneak Attack feature.

Path of the Assassin[edit]

I'm edgy and I know it Living in the shadows, sitting in the corner of the bar and sharpening knives, you are the quintessence of the edgy character. And you're very good at it.

Bonus Proficiencies

Dedicating your life to the shadows, you have chosen your knowledge to reflect the darkness within. At third level, when you choose this archetype, you gain proficiency with the Disguise kit and the Poisoner's kit. You also gain Expertise in Stealth.


Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Cover Story

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.


One of your hobbies is studying people, trying to figure out how "normal" people work and what makes them tick. Because of this, you feel superior to everyone else. Also, at 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Deadly Strike

You have studied the anatomy of many different species, but mostly humanoids. Because of this, you know exactly where to strike to inflict the maximum amount of suffering. Of course, their suffering pales in comparison to yours. Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Path of Style[edit]

Phantom Thief of Hearts You can't do crimes unless you look fresh as hell. What would be the point?

Bonus Proficiencies

You know exactly what you're about, and that is looking good while scamming old rich people out of their gold. At third level when you take this archetype, you gain proficiency in one gaming set of your choice. In addition, you gain Expertise in the Performance skill.

Dazzling Performance

Some would describe you as fascinating or enthralling. Perhaps, even charming? At third level, you can cast the spell Charm Person once per day as a bonus action. The Save DC is equal to 8 + your Performance bonus. This feature can be used again after a short rest.

Charming Intuition

You're definitely prettier than you are smart, but you've never found that to be a problem for you. At ninth level, you can substitute your Charisma modifier in place of Wisdom for the purposes of skill rolls and saves.

Charismatic Defenses

At thirteenth level, your good looks and mannerisms keep you safe. Whenever a creature that you have not attacked tries to attack you, it has disadvantage on the roll.


At seventeenth level, you have perfected your ability to backstab, hitting your targets in their hearts and wallets. Whenever you attack a target that is not considered hostile, in addition to gaining advantage on the roll, your attack is treated as a critical.

Path of Deceit[edit]

Sneaky Secret Creepy Peeper What do you wear beneath that mask? Probably another mask.

Bonus Proficiencies

Your specialties are lying, conniving, and not having concrete allegiances. At third level when you choose this archetype, you gain Expertise in Deception and Sleight of Hand.

Confounding Lie

At third level, your outlandish fabrications are more convincing. When using Deception to lie, you can choose to take a -4 penalty on your roll to gain advantage on it.


At ninth level, you gain the ability to feint your opponents. In combat, you can make a Deception check as an action. The DC to this check is equal to 8+double the target’s CR. If successful, your next attack on that opponent gains advantage.

Improved Feint

You've practiced your feint enough that you can do it even faster now. At thirteenth level, you can feint as a bonus action. The DC to feint is reduced to double the target’s CR.

Stunning Feint

Much like lying, you have mastered your feint. At seventeenth level, when you successfully feint, the target’s AC is reduced by 4 until the end of its next turn. The DC to feint is reduced again, to the target’s CR.

Path of the Gun[edit]

We all know that silencers don't make your gun silent You're a gunslinger, but with a bit more flair.

Bonus Proficiencies

Having studied gunsmiths and firearms extensively, at third level when you choose this archetype, you gain proficiency with the Gunsmith's kit and Expertise in the Intimidation skill.


You know how to target vital spots on different creatures. It's a little tricky, but it hits way harder. At third level, when attacking with a firearm, you can choose to take a -5 to your roll. If you do, you add +10 to damage.

Flash Hider

At ninth level, you know how to better conceal your location when attacking with firearms. You can hide as a bonus action after firing a gun, and creatures do not automatically discern your location.

Quick Tap

At thirteenth level, you know how to more rapidly shoot without losing accuracy. When you take the attack action with a firearm, you can use a bonus action to attack the same target.

Dead Eye

At seventeenth level, your firearms are precision instruments of death. All firearms you use deal Critical damage on a roll of a 19 or 20. In addition, whenever you roll a critical with a firearm, you deal not only double the normal damage dice, but double any modifiers to damage. (For example, if your firearm normally deals 1d8+5 damage, a critical hit with it would deal 2d8+10.)


Prerequisites. To qualify for multiclassing into the Spy class, you must meet these prerequisites: Dexterity of 13 or higher, Charisma of 13 or higher

Proficiencies. When you multiclass into the Spy class, you gain the following proficiencies: Stealth, Simple weapons

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