Spy (5e Class)

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Spy[edit]

"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. The Blu Scout walked up to the corpse casually. "Ooooh, big problem," he says sarcastically, "I've killed plenty of spies; they're dime-a-dozen backstabbing scumbags. Like you." He takes the knife and attempts to manipulate it as a Spy would. He fails and accidentally cuts himself. "Ow. No offense." The Blu Spy takes the knife from Scout. "If you managed to kill them, they are certainly not like me." Spy twirls the knife, closing it expertly and returning it back to Scout. "And nothing," he continues, "nothing like the man loose in this building." "What're you, president of his fan club?" Scout chuckles. "No..." Spy rebukes, "that would be your mother!" Spy drops a folder full of photos of Scout's mother and the Red Spy being intimate. Scout stammers. "Now he is here to f**k us! He's already breached our defenses... You've seen what he's done to our colleagues... And, worst of all, he could be any one of us!" The Blu Spy looks around the room. "He could be in this very room! It could be you... It could be me... It could even be--." The Spy's dialogue was cut short by an explosive blast that destroyed his head in a mix of blood and bone. Scout screams "woah woah woah!" "What?" Soldier says, holding a shotgun, "it was obvious! He was the Red Spy! Watch he'll turn Red any second now..." Heavy and Soldier both crouched by the body, waiting for any red. "Any second now..." Heavy pointed. "Red." "No, Heavy, that's just blood." "So we still have problem?" "Big problem... Alright, who's ready to find this Red Spy?" Scout, in a cloud of dust, regains his original Red Spy form and brandishes the knife. "Right behind you..."

Introduction To The Spy[edit]

The Spy is very similar to the Rogue, sneaking and decieving to gain the upper hand. The Spy plays like a pick/support class, flanking behind enemy lines and taking out important targets, and is NOT designed to be a main damage dealer. Spies are notorious for being infiriating because most make plays while their victim is distracted.

Creating a Spy[edit]

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 Mercenary background.


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
Weapons: dagger, Revolver (Coming soon), and any one other weapon of your choice
Tools: Theives' Tools
Saving Throws: Dexterity and Charisma
Skills: Choose four 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) or (b) a) dagger, b) Whip or c) War Ribbon or (c) Any light armor set of your choice
  • (a) theive's tools or (b) burgalar's pack

Table: The Spy

Level Proficiency
Bonus
Features
1st +2 Backstab
2nd +2 -
3rd +2 Invisibility Watch
4th +2 Ability Score Improvement, Sapper
5th +3 Spy Main Path Feature
6th +3 -
7th +3 Speedy Tuxedo Terrorist
8th +3 Ability Score Improvement, Silent Feet, Holy Feet
9th +4 Spy Main Path Feature
10th +4 -
11th +4 Spy Main Path Feature
12th +4 Ability Score Improvement, Foresight
13th +5 Spy Main Path Feature
14th +5 -
15th +5 -
16th +5 Ability Score Improvement, -
17th +6 Spy Main Path Feature
18th +6 -
19th +6 Ability Score Improvement, Blades Are For Skating
20th +6 France Fencing

Backstab[edit]

Beginning at 1st level, striking unaware targets has become fortuitous for you. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if they cannot see you.

The amount of the extra damage increases as you gain levels in this class, with a +1d4 each level.

Invisibility Watch[edit]

Starting at level 3, you gain a watch that allows the user to cast invisibility as an action, similar to a ring of invisibility. The user can stay invisible for 3 rounds before the watch runs out and the user is forced out of invisibility. When the watch is not in use, it is recharging. 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 action except to move and to become visible again. If you are touched, you become visible to anyone within line of sight with a passive Perception above 12.

Ability Score Increase[edit]

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.

Sapper[edit]

Once you reach fourth level, you are given a sapper. A sapper, if put on one with a bonus action, disables constructs for three rounds. Using the mending spell negates the sapper's effect.

Spy Main Path[edit]

Once you reach fifth level, you have begun the path to becoming a fully-respected (hated, or feared) spy in your own way. There are a total of four Spy Main Paths: Assassin, Style, Decietor, and Gunspy.

Speedy Texedo Terrorist[edit]

At the seventh level, your movement speed increases by ten feet.

Silent Feet, Holy Feet[edit]

At the eighth level, your foot steps no longer make any sound.

Foresight[edit]

At level 12, while under cloak, you gain advantage in predicting the direction of where one creature you can see will be in the next round. Your predicition appears as a red silloette only you can see, whether the predicition is correct or incorrect.

Blades are for skating[edit]

At the ninteenth level, you have access to all knives, which you can interchange every short or long rest. The knives include (along with those already gained):

  • Big Earner (Coming out)
  • Sharp Dresser
  • Black Rose
  • Your Enternal Reward (Coming out)
  • Wanga Prick (Coming out)
  • Spy-cicle (Coming out)


France Fencing[edit]

At the final level, level twenty, you gain the ability to use your Backstab as a bonus action (if it wasn't already), make going into cloak considered a Disengage bonus action or use the Dead Ringer (Coming out). Any Backstab attack made on any creature with a size equal to one less than your's is an instant kill.

Spy Main Path: Assassin[edit]

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 level 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[edit]

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[edit]

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[edit]

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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