A spy is a master of subtlety, an unseen force that operates in the shadows and at the edges of society. They are defined not by the weapons they wield, but by the information they gather. A spy is a living secret, an expert at infiltration, surveillance, and acquiring knowledge that no one else can. They use their skills to navigate the world's hidden underbelly, where a whispered word or a discovered favor can be more powerful than any sword. While others focus on the roar of battle, a spy quietly pulls strings, gathering Leverage Tokens on their targets to ensure that when a social confrontation finally arrives, the outcome is already decided.
Becoming a spy is an act of deliberate choice—for profit, for a cause, or for the sheer thrill of wielding power without being seen. A spy influences the world from behind the scenes, and their success depends entirely on their ability to stay one step ahead. When playing a spy, your greatest weapons are your wits and your patience. A wise spy never rushes into a situation unprepared. Your goal is to bypass or disarm a threat before it ever turns to steel, proving that the most dangerous battlefield is always the one you create in a person's mind
While some spy's favor Mobility and stealth most focus on their Mental abilities. This allows you to learn information about your target and use that as a weapon against them. Oftentimes a spy is required to sneak about so Agility is often a required attribute for a successful spy. Many a spy started their lives as petty criminals or silver tongued charlatans before learning to ply their trade in a more productive manner.
Starting skills: Speechcraft, Awareness, and choose 2 from Thievery, Stealth, or Movement
General skills: 1 skill rank per level
Skill boosts: 1 skill boosts per level
Physical skills: 1 skill rank per level
Mental skills: 2 skill rank per level
Equipment
You start with the following equipment, in addition to any other starting equipment:
a scholar's pack
(a) a disguise kit, (b) a forgery kit, or (c) a dungeoneer’s pack
Keen Observation
Beginning at 1st level, you have a knack for spotting an individual’s secrets and weaknesses. When you make a Read the Room action against a creature, you gain 1 Leverage Token. You can spend leverage tokens to reduce the Social Defense of a target by 2 for the next Social Action.
Infiltrator
At 3rd level, you have become an expert at bypassing security and gaining access to a target's sensitive information. When you make a Sneak roll or a Speechcraft roll to gain entry to an area or investigate a target , you can choose to make the roll with Advantage. Once you use this feature, you cannot do so again until you finish a long rest.
Blackmail
At 7th level, you learn to use secrets as a powerful tool to compel a target's cooperation. When you make a Pressure roll against a target, you can spend 1 Leverage Token to make the roll with Advantage.
Slander
Starting at 10th level, You can use your information to ruin a target's reputation. If you spend an hour observing a target, you can begin spreading false rumors by making a Speechcraft (Intelligence) - Deception roll against the targets Social Defense. That target gains the Despondent status condition, and in a Social Interaction, you make spend a Leverage Token to reduce their Social Defense by 5 instead of 2.
Mastermind
At 13th level, when you begin a Social Interaction and you have no Leverage Tokens, you gain 2 Leverage Tokens.