Spy
Subterfuge is not only the purview of con artists. Militaries, governments, gangs, and empires alike all need a subtle touch to acquire intelligence or infiltrate their enemies at an arm’s length with plausible deniability. Espionage is an artform and the top spies are true masters, able to shift the course of history or lop off the heads of state leaving little to no evidence that they ever existed at all.
Clandestine
At 3rd level when you choose this archetype, you gain an expertise die on Deception checks and Stealth checks. In addition, you can use Dastardly Gambit on yourself when making a Stealth check or Charisma check, adding the die roll to your check.
Infiltration Expert
Also at 3rd level, you become an expert at slipping into and out of different roles. You can be anyone anywhere whenever you need to be. You gain the following benefits:
- You can take the Hide action as a bonus action.
- You have advantage on disguise kit checks.
- You gain an expertise die on Charisma checks.
Spy Gadget
Beginning at 6th level, you’ve either acquired or made a special covert spy gadget. This spy gadget often takes the form of a watch or wrist PCD, but can be your choice of any innocuous object or piece of apparel that you wear or carry on your person. While not in use your spy gadget has the benefits of a Concealed Weapon augment.
When you first gain your spy gadget, choose 3 of the following items and weapons: airhypo, binoculars. bug. bug detector. chemical detector. construction foam, cryospray, distress beacon, flame bracer, flashlight, grapple gun, grenade launcher, hacking tools, hypodermic pistol, jolt pistol, light maul, light caster, light polearm, light blade, long range microphone, mono-whip, multi-scanner, netcaster, night vision/multispectrum goggles, portable computing device (pcd), portable x-ray scanner, signal jammer, spray adhesive, tk gauntlet, tracer, umbrella, universal airhypo, weapons and armor maintenance tools, zero-friction lubricant.
Your spy gadget can be used as the chosen items or weapons. If one of your chosen items has a set number of uses, lost uses can be restored at the cost of the item over the course of a long rest.
Whenever you gain a scout level you may choose an additional item for your spy gadget. Whenever you choose a new item in this way, you may either create a new separate spy gadget or add the newly chosen item to an existing spy gadget.
If your spy gadget is lost or destroyed, you can make or acquire a new one over the course of a long rest by spending an amount of credits equal to cost of the item.
Provoked Monologue
At 14th level, you’ve dealt with inflated egos and know how to trick them into telling too much. As an action, you may choose a hostile creature that can hear you and understand a language you can speak. The creature makes a Charisma saving throw against your clever tricks save DC or becomes charmed by you. While charmed in this way the creature monologues its plans while utterly convinced of its inevitable victory. It cannot perform actions or bonus actions, but may still make reactions. At the Narrator’s discretion, creatures may reveal important information while monologuing, particularly if bragging about that information would serve the creature’s ego. A creature remains charmed for 1d6 rounds, or until a hostile action is taken against it or an ally it can see. Creatures that cannot be charmed are immune to this feature. Once you use this feature, you cannot do so again until after you finish a long rest.