Spy

The spy is a master of disguise, stealth, and being an all-around slimeball. Lying is like a drug to them.

## Basic Features

### **Hit Points**

* **Hit Dice:** 1d8 per spy level
* **Hit Points at 1st Level:** 8 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st

### **Hit Points**

* **Armor:** Light armor
* **Weapons:** Simple weapons, pistols, rifles
* **Tools:** Simple computers, medium computers, simple gadgets
* **Saving Throws:** Dexterity, Intelligence
* **Skills:** Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth

### **Equipment**

Along with the equipment and credits you start with from your background, you also start with an extra 2d4 x 250 credits. You are expected to purchase your own equipment from the shopping lists.

## Sneak Attack

Once per turn, you can deal 1d6 extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

## Black Market

You have access to the black market shopping list whenever you are wandering Neo York without restrictions. You also know every piece of slang and code word associated with the black market.

This perk is the only possible way to access the black market shopping list.

## Cunning Action

Starting at your 2nd level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.

## Specialty

Once you reach 3rd level, you can begin to learn a Specialty in the field of being a spy. They are as follows.

* Assassination
* Espionage
* Thievery
* Gambling

## Gadget Expert

At your 3rd level, you now have knowledge of using Medium Gadgets, and can purchase and use them from both the shopping list and the black market shopping list.

At your 7th level, you also gain the knowledge of using Advanced Gadgets.

## Ability Score Improvement

When you reach 4th level, and again at 8th, and 12th 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.

## Expertise

 At 5th 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.

## Evasion

Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

## Suppressive Fire

Starting at 7th level, so long as you are using a weapon that fires more than 1 round per turn, you can begin using suppressive fire against target creature. While suppressive fire is active, you can take no other actions, bonus actions, or movements. While your target is affected by suppressive fire, the following applies:

* If the target attempts to move from their position, you may make an attack of opportunity against them.
* Every time the target attacks another creature, they must roll a d6. On a 1-3, their attack automatically misses.

This ability can be used an unlimited amount of times per day and can be canceled at any time.

## Reflex

At 8th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

## Uncanny Dodge

At 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

## Second-Story Work

At 11th level, you can climb as though you were just walking up a wall (5 feet of height = 5 feet of ground movement.)

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

## Quick Shot

At 13th level, even when you are hip-firing, you get all the benefits as though you were aiming and none of the drawbacks.

## Stroke of Luck

At 15th level, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

## Assassination

An assassin is a cold-blooded killer: accurate, precise, and above all else, patient. Any class can master the art of killing, but only the finest assassin has mastered the art of not getting caught.

### Rifle Preference

Starting at 3rd level, you are now proficient in using rifles. Additionally, whenever you attack with a rifle, add a die of damage to the roll.

### Assassinate

Starting at 6th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

### On the Edge

At 10th level, you gain advantage on initiative rolls.

### Demolition Man

Starting at 14th level, you become an expert on using explosive equipment. You are able to consistently predict the effects of using an explosive. Additionally, whenever you are using an explosive weapon or gadget against an enemy, it automatically deals critical damage.

## Espionage

An agent of espionage specializes in using their stealth and charisma to solve problems.

### Flank Attack

At 3rd level, whenever you are attacking an enemy who is behind cover, if you are flanking them from the opposite side of, you get advantage on your attack roll.

### People Person

At 6th level, you gain proficiency in one of the following skills: persuasion, deception, or intimidation. If you are already proficient with a chosen skill, you may gain mastery in it instead.

### Well Camouflaged

At 10th level, you get a bonus when using camouflage. Instead of getting a +3 to stealth rolls with a certain camo, you have advantage. The drawbacks still apply as per usual.

### Better Flank Attack

At 14th level, whenever you are attacking an enemy who is behind cover, if you within range where their cover no longer applies to them, the Flank Attack applies.

## Thievery

An agent of thievery is one who specializes in the stealing of physical things. Sometimes agents of thievery can be very lawful, only stealing that which had been stolen; other times they're stealing for the highest bidder, or themselves.

### Quick Hands

At 3rd level, you gain proficiency in sleight of hand. If you are already proficient in sleight of hand, you now have mastery in it.

### Plain Sight

At 3rd level, you have mastered the art of hiding in plain sight. Whenever you are in the streets, hiding in a crowd or public place, you gain advantage on all stealth rolls.

### Selling Power

Starting at 6th level, when selling an object to the shopping market or black market, you now sell it for 75% of its value instead of 50%.

### Greed

Starting at 10th level, you gain double the amount of credits from regular missions.

### Carrying Capacity

Starting at 14th level, you can now strap as many weapons onto yourself as you wish as though they were ordinary items. Additionally, all weapons can now be sold at full value to the market.

## Gambling

The gambler is a distinct type of rogue who puts their luck into the numbers. They always bring a deck of cards around with them and love making gay metaphors.

### Lucky Day

At 3rd level, three times per long rest you can re-roll any roll of your choice. No matter what you roll, the last roll is always the one that will be used.

At 14th level, Lucky Day can be used five times per long rest.

### Stage Hog

At 6th level, when you are within 20 feet of a single creature and no other creatures are within 20 feet of yourself, your attacks rolls made against that single creature have advantage.

### Card Deck

At 10th level, if you are carrying a deck of cards, then you can force your opponent to draw from it to replace your attack roll modifier and/or saving throw modifier. Aces are +1, Jacks are +11, and Kings and Queens are +12.