Spy
Medium, humanoid, any alignment
Speed walk 30 ft
- str
- 10
- (+0)
- dex
- 15
- (+2)
- con
- 10
- (+0)
- int
- 12
- (+1)
- wis
- 14
- (+2)
- cha
- 16
- (+3)
Skills insight +4, stealth +4, deception +5, perception +6, persuasion +5, investigation +5
Senses passive_perception: 16
Languages any two languages
Traits
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 ft. 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.
Dungeon Diary