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Spy

Spy

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.  

Keen Eye

Gain proficiency in perception and investigation, or double proificiency if you are already proficient.  

Assassin's Tools

You gain the following skills and devices:   You gain proficiency in the stealth and sleight of hand skills, or double proficiency if already proficient.   Submachinegun case - A briefcase with a hidden trigger under the handle allowing you to fire a suppressed submachine gun inside.   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, they will not be able to discern what happened unless they are primed or prompted to do so. The submachinegun uses the Type 100 stats from the Weapons list   Wiretapping Kit - Allows you to place a listening device on your person or at a preset location and transmit it to a reciever. You also have the ability to make a firect connection to a phone line to tap a phone call as well   Watch Camera - Your watch contains a hidden camera you can use to take pictures with the buttons   Boot compartment - Your boots have hidden compartmnets in the heel   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.  

Poisons

You have immunity to common poisons through microdosing. 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  

Heightened Senses

You gain the following abilities:   Gain blindsight up to 10 feet   You can discern and isolate sights, sounds, and smells in even the most chaotic, cluttered, or loud enviroments up to 30 feet, 60 feet in average conditions, or 100 feet in quiet or simple conditions.  

Secret Police

When all else fails, you can rely on good old fashioned coercion. 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.

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