Operative
A spy for the Modern Age. Your skills of obtaining information are unrivaled. Nobody plays a better detective or spy than you, all for obtaining the most lethal weapon of all: Information.
Secret Agent
At 3rd level, gain proficiency in the stealth and sleight of hand skills, or double proficiency if already proficient.
Suppressor - The suppressor reduces noise profile to a level that won't be noticed beyond 10ft, or at all in noisy environments. If someone sees the target hit, but not you, they will not be able to discern exactly what happened unless they are primed or prompted to do so. Enemies will have disadvantage on perception checks provoked by the firing of the weapon while a suppressor is equipped. If you aren't discovered, you never exit stealth and don't have to re-roll.
The Suppressor is applied to the following weapons:
Pistol
Assault Rifle
Battle Rifle
Sniper Rifle
Submachinegun
Sneak Attack - When attacking from stealth and using a suppressed weapon, gain additional 1D6 damage die equal to half your proficiency rounded up to a single attack per round
Tools of the Trade
At 7th level, you gain the following:
You gain proficiency in perception and investigation, or double proficiency if you are already proficient.
Harpoon Gun - Launches a harpoon with an attached rope to a range of 60/240. A roll to hit only needs to be made when firing beyond 60 feet, and uses dex. You are proficient with the gun.
Mini Stealth Drone - A collapsible portable drone you can control from a phone or controller. Contains a camera, silent rotors, is the size of a bird, has a speed of 30ft, and has 1HP. If your drone is destroyed you can get a new one at your armory where you swap weapons. The drone uses your relevant skill modifiers for things like acrobatics or stealth. It can also take pictures and video which will be automatically saved on your device even if its destroyed
EMP Gun (3/day) - You can use an action to use your EMP gun to instantly disable any electronic device that isn't protected by a Faraday cage.
Noise Maker Grenade (3/day) - A small noisemaker device which plays loud and distracting sounds. It can be thrown up to 40 feet.
Spy Outfit - Your outfit contains secret pockets and compartments that can hide small things. It is also designed to be low profile so your larger weapons aren't obvious and require an intentional search to find.
Poisons and Serums
At 10th level, you have immunity to common poisons through micro-dosing. You also gain a series of poisons and serums, and several methods of transmitting them to a target.
Poison DC = 8 + charisma modifier + proficiency. If the target succeeds on their saving throw, the poison or serum will have no effect. All saving throws will be Constitution saves.
You gain one use of each poison type per long rest
Cyanide - If the victim fails they will roll a d6 to determine which level of exhaustion they incur.
Truth Serum - On a failure you will have advantage on any persuasion checks used to extract information. The effect lasts 10 minutes
Tranquilizer - On a failure the target becomes under the influence of the
sleep spell
Delivery Methods - transparent liquid in a dropper, cigarettes, syringe
Investigator
At 10th level, you gain the following abilities:
When you get the drop on a target or have them trapped or restrained, you have advantage on intimidation checks against them. Similarly when using bribery, gain advantage on persuasion checks towards a target that doesn't hate you.
Gain blind sight up to 10 feet
You can discern and isolate sights, sounds, and smells in even the most chaotic, cluttered, or loud environments up to 30 feet, 60 feet in average conditions, or 100 feet in quiet or simple conditions.
Combat Intelligence
At 15th level you gain the ability to use a bonus action track a specific opponent during combat, using clues to discern and deduce information about them that grows more powerful as the fight progresses. This ability can be used once per short rest
First Turn - Immediately after applying this effect, you know the creature's AC, speed, and the damage types and conditions it is resistant to, vulnerable to, or immune to
Second Turn - When you reach your turn again you are able to track the creatures hit points rounded to the nearest multiple of 5, as well as its weakest 2 saving throws
Third turn - Your reach deep knowledge of the creature. It now has disadvantage against you, and you have advantage against it. Additionally you can discern any information about the creature's stats or abilities
Spy Master
At 18th level, your various skills become honed to an ultimate level
Creatures roll disadvantage on saves against poisons and serums
You can enter stealth as a bonus action
The benefits of Combat Intelligence are automatically transferred to allies as well
Tools of the Trade are refreshed on a short rest
Your suppressor's noise profile becomes so quiet, only someone seeing you firing the weapon, or with foreknowledge can know what just happened
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