Spy

You are a spy, one of many in Thedas sent amongst the enemy to route out their ill-favoured plans for your employer. Whether trained as an Orlesian bard, a Tevinter Siccari, a member of the Ben Hassrath, a Crow - or simply one of many knives for sale - your skills are nothing to be sneered at.

## General

#### Hit Points

**Hit Dice:** **1d8** per bard level

**Hit Points at 1st Level:** 8 + your Constitution modifier

**Hit Points at Higher Levels:** **1d8** (or 5) + your Constitution modifier per bard level after 1st

#### Proficiencies

**Armor:** Light armor

**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords

**Tools:** Three musical instruments of your choice, or thieves tools, or one of your choice

**Saving Throws:** Dexterity, Charisma

**Skills:** Choose any three

### Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a **d6**. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the **d20** before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Inspiration die changes when you reach certain levels in this class. The die becomes a **d8** at 5th level, a **d10** at 10th level, and a **d12** at 15th level.

### Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

### Faction Healing

Beginning at 2nd level, you can use your training to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance or receive your ministrations regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra **1d6** hit points.

The extra hit points increase when you reach certain levels in this class: to **1d8** at 9th level, to **1d10** at 13th level, and to **1d12** at 17th level.

### Faction Training

At 3rd level, you delve into the advanced techniques of the faction of your choice, either Orlesian Bard, Tevinter Siccari, Ben Hassrath, Crow or Knife-for-Hire.

### Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

### Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Inspiration when you finish a short or long rest.

### Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

### Expertise

At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

### Magical Secrets

By 10th level, you have plundered magical and mundane knowledge from a wide spectrum of disciplines. Choose two combat abilities from any non-mage classes, including this one. An ability you choose must be of a level you can cast, as shown on the Spy table, or a cantrip equivalent. Alternatively, you may pick a mage spell to replicate the effects of if a mundane replication is within the realms of possibility.

The chosen spells count as Spy abilities for you and are included in the number in the Spells Known column of the Spy table.

You learn two additional combat abilities from any non-mage classes at 14th level and again at 18th level.

### Magical Secrets

At 14th level, you may again choose two combat abilities from any non-mage classes, including this one. An ability you choose must be of a level you can cast, as shown on the Spy table, or a cantrip equivalent. Again, you may pick a mage spell to replicate if can be feasibly done.

The chosen combat abilities/spells count as spy abilities for you and are included in the number in the Abilities Known column of the Spy table.

You learn two additional combat abilities from any non-mage classes at 18th level.

#### Magical Secrets

At 18th level, you may again choose two combat abilities from any classes, including this one. It must be of a level you can cast. The same rules as above apply.

#### Superior Inspiration

At 20th level, when you roll initiative and have no uses of Inspiration left, you regain one use.

## Specialisations

### **Orlesian Bard**

Orlesian bards are highly trained, and highly valued spies and performers of the Imperial court. They are usually contracted out to specific nobles, but many young hopefuls drift from patron to patron, carrying out jobs for pay and privileges. They are skilled musicians and conversationalists as well as being spies, and many are sought after purely for their technical skill. As a result, you should take proficiency in three musical instruments if you choose this specialisation.

#### *Bonus Proficiencies*

When you join this faction at 3rd level, you gain proficiency with three skills of your choice.

#### *Cutting Words*

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Inspiration, rolling an Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

#### *Additional Magical Secrets*

At 6th level, you learn two combat abilities of your choice from any non-mage class. An ability you choose must be of a level you can cast, as shown on the Spy table, or a cantrip. The chosen spells count as Spy abilities for you but don’t count against the number of abilities you know.

#### *Peerless Skill*

Starting at 14th level, when you make an ability check, you can expend one use of Inspiration. Roll a Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

### *Bonus Proficiencies*

When you join this faction at 3rd level, you gain proficiency with medium armour, shields, and martial weapons.

### *Combat Inspiration*

Also at 3rd level, you learn to inspire others in battle. A creature that has a Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

### *Extra Attack*

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### *Battle Ready*

At 14th level, you have mastered the art of weaving your combat abilities and weapon use into a single harmonious act. When you use your action to use a combat ability, you can make one weapon attack as a bonus action.

### *Bonus Proficiencies*

When you join this faction at 3rd level, you gain proficiency with medium armor and the scimitar. If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your combat abilities.

### *Fighting Style*

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

* **Dueling.** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

* **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

### *Blade Flourish*

At 3rd level, you learn to conduct impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

***Defensive Flourish.*** You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

***Slashing Flourish.*** You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

***Mobile Flourish.*** You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

### *Extra Attack*

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### *Master's Flourish*

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending an Inspiration die.