D&D 5th Edition
Compendium
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Spy
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.
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.
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.
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.
Attributes
AC
12
Alignment
Any Alignment
CHA
16
CON
10
Challenge Rating
1
DEX
15
HP
27 (6d8)
INT
12
Languages
Any Two Languages
Passive Perception
16
Roll 0
1d20 + 4
1d6+2
Roll 1
1d20 + 4
1d6+2
STR
10
Size
Medium
Skills
Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4
Speed
30 ft.
Type
humanoid (any race)
WIS
14
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