The Spy, a Subclass for Rogue in 5th Edition Dungeons & Dragons

by Smug Coffee Man

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The Spy
WARNING

This document is intended to be used with my Revised Rogue. It also benefits from the Firearms found in Smug's Compendium of Changes (SCoC).

The Spy

As an archetypal Spy, you excel at working undercover. You a master of intrigue, using your wit and charisma to outplay your enemies and a suite of gadgets and firearms to eliminate your targets and infiltrate deep into enemy territory.

Spy Training

At 3rd level, you gain proficiency with all Firearms (SCoC), and the costs of all Firearms are reduced by half (rounded up) for you, as are the costs of any of the Weapon Modifications found in Smug's Compendium of Changes.

Gadgets

Also at 3rd level, you acquire two Gadgets of your choice from the list below. You gain an additional Gadget at 9th, 13th, and 17th level.

Gadget Saving Throws

Some gadgets require a target to make a Saving Throw. The DC for that saving throw is as follows:


Gadget Save DC: 10 + your Proficiency Bonus + Your Intelligence Modifier


Gadgets

Antitoxin. You dose yourself with a potent, magical antitoxin. You have advantage on saving throws against the Poisoned condition and resistance to Poison damage. At 13th level, you gain complete immunity to the Poisoned condition and Poison damage.

Cloaking Pocketwatch. You acquire a special pocketwatch. While it is in your hand, you can cast the Invisibility Spell on yourself at its lowest level without vocal components and using this pocket watch as the material component. At 13th level, you cast Greater Invisibility instead. You may use this gadget a number of times equal to your Proficiency Bonus, and regain all expended uses at the end of a long rest.

Cutting Bowler. You acquire a hat with a blade embedded in the brim. You can draw or stow it as you would a normal weapon. It does 1d6 Slashing damage and has the Finesse, Light, and Thrown properties with a range of 20/60 feet. Additionally, when used to make an attack, it returns to your hand after hitting or missing the target of the attack. At 13th level, the damage increases to 2d6 and the ranges increase to 40/120 feet.

Dagger Boots. You acquire a special pair of boots that have concealed blades in them. While worn, you can use a Bonus Action so long as you are not Restrained to take a boot off and wield it as a weapon. It functions the same as a normal Dagger (SCoC), except that it lacks the Thrown property. At 13th level, they grant you a climbing speed equal to your walking speed. If you already have a Climbing Speed, you increase it by 15 feet instead.

Makeup Gas. You acquire a small compact of makeup that can release a toxic gas. You can draw or stow it as you would a weapon, and while wielding it you can use an Action to force a target within 5 feet of you to make a Constition saving throw against your Gadget Save DC. On a failed save, the targets is poisoned for 1 minute. The duration of this effect is increased to 10 minutes outside of combat. At 13th level, the target is instead rendered unconscious on a failed save.

Mouthguard of Waterbreathing. You acquire a mouthguard made of metal that fits into your mouth. You can don or doff it as a Bonus Action and while wearing it you can breathe underwater or in hazardous environments. You have advantage against the effects of the spells Cloudkill and Stinking Cloud. At 13th level, you gain complete immunity to those spells and a swimming speed equal to your walking speed. If you already have a swimming speed from another source, you instead add 15 feet of movement speed to your swimming speed.

Safecracker. You acquire a special device that can crack any lock. When you would make a Skill Check to open a lock with Thieves' Tools, you may use this instead. You have advantage on that Skill Check, and if you would take damage due to a trapped lock for failing that check, you take no damage. At 13th level, you automatically succeed on any Skill Check that would use Thieves' Tools to open a lock while using this Gadget.

Telepathic Identification. You acquire special identification papers that read the minds of others. A creature presented with these papers has disadvantage on any Skill Check to identify them as false. A creature that is immune to the Charmed condition does not suffer disadvantage. At 13th level, the papers instead respond to your own thoughts, transforming magically into a legitimate copy of whatever identification you require.

Tinted Glasses. You acquire a special pair of reading glasses with tinted lenses. While worn, you do not suffer the ill effects of the Sunlight Sensitivity Racial Trait and have advantage on saving throws against the Blinded condition. At 13th level, you become immune to the Blinded condition and may cast the Detect Magic and Identify spells at-will, without material components. When cast in this way, these spells have a casting time of 1 Action for you.

Concealment Mastery

At 9th level, you are a master at concealing small objects on your person. You may hide one weapon with the Light property or another object weighing less than 2 lbs on your person at the end of a Short or Long Rest. If you do so, then this item cannot be detected by any creature other than yourself unless you let that creature do so.

This includes magical detection, meaning spells like Detect Magic and Scrying cannot spot this weapon or object.

Inscrutable

At 13th level, you become impossible to read. You are immune to any spell or effect that would read your mind or connect you telepathically to another creature unless you choose to allow it.

Additionally, anything you say while under the effects of a Zone of Truth spell reads as truth.

Die Another Day

At 17th level, you are so skilled at evading detection that even death itself refuses to acknowledge you. When you would be reduced to 0 HP or killed outright, you may use your Reaction to make a Stealth (Dexterity) Skill Check contested by a Perception (Wisdom) Skill Check from the creature that reduced you to 0 HP or attempted to kill you outright. If you win the contest, you are returned to full HP and considered hidden but cannot take the attack action until the end of your next turn. If you lose the contest, you are instead brought to 1 HP and suffer a level of exhaustion.

You must finish a Long Rest to use this feature again.

Credits

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Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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Changelog

1.01

  • Changed the Save for Gadgets from Charisma to Intelligence to give better synergy with the Rogue class.
  • Fixed some typos.