The Spy knows that they don't need to sneak around and pick locks if no one suspects them. They prefer to take the social engineering approach - when you look like you belong, no one ever bats an eye.
Starting at Level 8 when you choose this archetype, add your Proficiency Bonus to Performance and Deception skill checks. Your Proficiency Bonus increases with your level according to the Investigator table.
You study others' mannerisms to get a better idea of how best to blend in with them. Starting at Level 12, you can Study another creature during interaction with them or while you can observe them interacting with others. Whenever you do this for at least five minutes, make an Insight skill check. The difficulty is equal to the creature's Charisma skill. On a success, you gain knowledge of the creature as a skill. You can apply this knowledge to any checks to charm, persuade, deceive, intimidate, or impersonate that creature. You can use this ability once per creature per day.
At Level 16, you've created a system of code words, gestures, and/or body movements that allow you to communicate secretly with others during conversations. Your allies know your secret code, and anyone who knows it can teach it to another willing creature over the course of one hour.
During interaction, anyone who knows your code can choose to send a message hidden in their speech using it. That creature makes a difficulty 13 Performance skill check to conceal their movements and not draw suspicion to them. On a failure, others may suspect that you're speaking in code. If a creature suspects this, they can make a difficulty 20 Intelligence check to decipher part of your code.
If your secret code is compromised, you can recreate it during a rest and teach the changed version to your allies. This process takes four hours.
You've mastered the art of disguise, including adjusting your voice and mannerisms to match the subject's. Starting at Level 20, you have advantage on any save or contested check against Insight. Whenever you're Impersonating someone you have studied and have knowledge of, you don't suffer a circumstance penalty when speaking or interacting. Others who know the person you're disguised as don't suspect you at all, and don't add their relationship values when making checks to see through your disguise.
Your ability to deceive and impersonate is unmatched. At Level 26, choose two Charisma-based skills and increase each of them by one level. If one of those skills reaches 10, you become a Grand Master.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
When you spend at least one minute interacting with someone, you can make an Insight check to gain information about that creature's abilities in combat. On a success, the GM tells you which of the target's Ability Scores are greater than or less than yours, and whether the target is a higher or lower level than you.
Prerequisite: 16 Charisma
You can use Deception for any skill check normally requiring Diplomacy.
Prerequisite: Investigator Level 10
Create a false identity for yourself with a different name and an optional associated disguise. Other creatures who don't already know you will believe you to be that person.
Prerequisite: Cryptic Communication, 16 Intelligence
The difficulty for creatures to identify someone communicating in your secret code increases to 20.
Prerequisite: Investigator Level 20
You always know when someone is reading your thoughts via Psionic Magic, and can make a Deception check to provide the mind-reader with misleading information.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
Gauge Abilities | ✪60 | Details ▶ | ||
Manipulative | ✪80 | 16 Charisma | Details ▶ | |
False Identity | ✪80 | Investigator Level 10 | Details ▶ | |
Secure Code | ✪80 | Cryptic Communication, 16 Intelligence | Details ▶ | |
Telepathy Sense | ✪180 | Investigator Level 20 | Details ▶ |