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SPY

Spies are very common in the world of Faerun. They work for countless organisations across the continent and perform all manner of shady and clandestine tasks. From gathering information for a crime boss to tailing a mark for the city watch, individuals with such skills are in high demand and can make a good living if they're good at it.

SPY

Medium humanoid (any race), any
Armor Class 12
Hit Points 27 ( 6d8 )
Speed 30ft

STR
10 0
DEX
15 +2
CON
10 0
INT
12 +1
WIS
14 +2
CHA
16 +3

Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses passive Perception 16
Languages any two languages
Challenge 1 (200 XP)


Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The spy deals an extra 7 ( 2d6 ) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.


Actions

Multiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.


 

Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.


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