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GuyWithTheCats
2019-02-22, 03:52 PM
Hello! I thought it would be cool to.come up with a Spy Class from Team Fortress 2. Heres what I came up with. Tell me if you have any suggestions, comments, or concerns. Enjoy!

The Spy:
The Spy relies on stealth and deception to get behind his enemy, find their weak spot, and exploit it to quickly and quietly dispatch targets.

Master of Daggers: A Spy's main weapon is his dagger. While most others can't do more than prick their enemies, a Spy knows how to strike just the right spot to inflict heavy damage on an enemy.

*Since Spies think critically about and carefully choose where they attack, Spies use their Intelligence Modifier instead of their Drxterity for bonuses to Attack and Damage when attacking with a dagger.

Special Blade: Every Spy has one dagger that grants them special capabilities. How they came upon it, however, is different for every Spy. Mabey it was granted to them as a rite of passage in a guild of other Spies, or perhaps they pickpocketed it from a wizard and adapted it to their own use. However they came to acquire this blade, a Spie's blade is their most valuable and useful possession.

Quick Build: First, Intelligence should be your highest ability score. Make Dexterity your next highest score. Choose Charisma instead if you plan to take the Infiltrator Secret Training Path.

Hit Points
Hits Dice: 1d4 Per Spy Level
HP at 1st Level: 3+Con. Mod.
HP at Higher Levels: 1d4(or 3)+ Con. Mod

Proficiencies
Armor: Leather
Weapons: Simple W's, Rapier, Longbow
Tools: Forgery Kit

Saving Throws: Intelligence and either Dexterity or Charisma
Skills: Choose 4 from Stealth, Sleight of Hand, Investigation, Perception, Insight, Deception, and Persausion.

Equipment
• (a) a Rapier or (b) a Longbow and a Quiver of 20 Arrows
• (a) a Burglar's Pack or (b) a Scholar's Pack
(Follows Normal Proficiency Bonus Chart)
(D): Ability requires use of Special Dagger
1st: BackStab, Invisibility

Backstab (D)
Enemies are most vulnerable from behind, and you choose to exploit this knowledge. When you attack an enemy from behind with your special dagger, the damage die for the attack is a d6.
This Backstab die goes up as you gain levels, becoming a d8 at 6th level, a d10 at 11th level, and a d12 at 16th level.

Invisibility (D)
You (including your equipment) are able to become invisible to sneak behind enemy lines.
You have 3 Invisibility Points. As a bonus action, you can choose to expend one of these points to become invisible. This invisibility lasts until the end of your next turn, or until you attack, take damage, or choose to end it.
You regain spent invisibility points when you kill an enemy, score a critical hit, or take no damage and expend no movement for 1 round.

While invisible, you also deal extra damage with your Special Dagger. This damage equals half your Spy level (rounded up). So at 1st level, it is +1, at 3rd it is +2, and so forth.

2nd: Concealed Carry, Quick Draw

Concealed Carry (D)
You have learned to hide your Special Dagger extraordinarily well.
When you are being searched, this dagger can only be found with an Investigation check equal to 8+ your Proficiency Bonus+your Dexterity Modifier, and the searcher makes this check with disadvantage.

QuickDraw (D)
Your Special Dagger is always easily accessible, and you can whip it out at a moments notice.
You can use your reaction to draw or stow your Special Dagger.

3rd: Secret Training Feature
You choose a Secret Training Path that you emulate in the exercise of your Spy abilities: Killer, Stalker, or Infiltrator, all detailed at the end of the class. Your Path grants you features at 3rd, 9th, 13th, and 17th level.

4th: Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. This feature cannot increase an ability score over 20th level.

5th: Stay Concealed

Stay Concealed
You have found a way to improve your invisibility.
You can now move up to half of your speed on your turn and still gain an Invisibility Point. This feature has no effect if you already have all of your Invisibility Points.

7th: Blink

Blink (D)
You are an expert at avaoiding a hit, and can teleport out of the way of an oncoming attack.
When you are targeted with an attack by a creature that you can see, you can use your reaction to attempt to teleport out of the way. To do so, you must make an Intelligence saving throw with a DC that equals 8+ the attackers attack bonus. On a success, you teleport to an unoccupied space of your choice within 10 feet of you. On a fail, you take the damage, but you dont expend the use of Blink.
Blink can be used a number of times equal to your Intelligence modifier, and you regain all spent uses after a long rest.

10th: Severe Strike

Severe Strike (D)
On occasion, you are able to find a completely open spot on an enemy.
Once per long rest, when you hit with Backstab, you can choose to use a d20 for the damage die. At 20th level, you can use this ability twice per long rest.

11th: Scare Tactics

Scare Tactics
You're an expert at weaving and spreading rumors.
The time it takes for you to spread rumors is halved, and the rumors you spread are far more believable, meaning they stick for a long while.
You also have contacts with people wherever you go. These contacts are able to get information into or out of pretty much anywhere.

14th: Highly Proficient

Highly Proficient
You have refined your skills to near perfection.
Choose one from Intelligence, Dexterity, or Charisma. You gain a +2 bonus to saving throws in the chosen skill.

15th: Team Infiltration

Team Infiltration (D)
You are able to get yourself and your team into or out of situations quickly and quietly.
You and up to 3 other creatures of your choice become invisible for 1 minute. While invisible, your team makes stealth checks with your modifier. You can use this ability once per long rest.

18th: Joy of Suprise

Joy of Suprise (D)
Getting the drop on your enemies propels you further into battle.
While invisible, when you Backstab an enemy with your Special Dagger, your regain 1d4 HP. This cannot bring you above your HP Max.


Secret Training Paths:
Stalker

3rd: Your footsteps and anything you are wearing or carrying are completely silent while you are invisible.
Also, you gain a +1 bonus to invisibility damage.

9th: You gain an extra invisibility point.

13th: While invisible, you cannot be detected by magical means, such as through using truesight.
Also, you gain another +1 bonus to invisibility damage (total of +2 now).

17th: You gain an extra invisibility point.

Killer

3rd: Your are able to make 2 attacks with your special dagger.

9th: You gain advantage on initiative rolls.
Also, your walking speed increases by 5 feet.

13th: When you are hit with an attack, you can use a bonus action to move up to half your speed and make an attack with your special dagger.

17th: You can select a target within 30 feet of you. Using your Special Dagger, you can mark a creature within 30 feet of you. All attack rolls against the selected creature have advantage for 5 rounds, or until you dismiss it as a bonus action. You can use the ability twice between long rests.

Infiltrator

3rd: You have advantage on any check made to interrogate a creature.
Dagger Disguise: When you kill a humanoid creature with your special dagger, it is added into your dagger's disguise bank. As an action, you can disguise yourself as one of the creatures in your disguise bank. This disguise is treated as a disguise self spell. This disguise does not require concentration and lasts for up to 1 hour, or until you dismiss it as a bonus action. You can use this feature once per long rest.

9th: When you use your Dagger Disguise, your voice also changes to that of the creature you killed.
In addition, being disguised allows you to get the drop on the creatures allies. The first time you attack and hit a creature friendly to the one you are disguised as with your Special Dagger, the creature and any other allies of the creature you are disguised as are suprised for 1 round. Also, roll on the Suprise Disguise Table. The creature you hit suffers the affect of what you rolled AFTER the suprise round has passed.

13th: Your disguise can now last up to 12 hours, and you can use it twice per long rest.

17th: You can use Dagger Disguise on yourself and up to 2 willing creatures. This lasts for 2 hours or until dismissed.

Suprise Disguise Table
Roll a d10 to determine the affect of a Disguise Attack.

1: The creature is stunned for 1 round.
2: The creature has disadvantage on attack rolls for 1 round.
3: The creature has disadvantage on ability checks for 1 round.
4: The creature has disadvantage on saving throws for 1 round.
5: The creature takes double damage from the attack.
6: The creature can expend no movement for 1 round.
7: The creature falls prone.
8: The creature is unable to take bonus actions or reactions for 1 round.
9: The creature immediately moves up to its speed away from you.
10: The creature retaliates and makes an attack against you.

Man_Over_Game
2019-02-22, 03:55 PM
It looks pretty cool! I do want to give you a heads up that there is a section specifically for homebrew content (http://www.giantitp.com/forums/forumdisplay.php?15-Homebrew-Design), and you can add a special tag to identify what edition your Homebrew is for there.

If you want to move your homebrew over, you can report your own thread (in the triangle on the left of your post) and say you want it moved, and a Moderator will move it over.