Valda's Spire of Secrets
Mage Hand Press

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Engage in Espionage and Assassination

Knowledge is power. The best way to defeat your enemies is by stealing what they know and replacing it with misinformation. To that end, you have been trained in the ways of covert warfare, giving you a broad range of abilities to complement your fearsome gunnery skills.

Level 3: Operative Training

Your covert training grants you the following benefits:

Concealed Shot. You learn the Concealed Shot cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this cantrip (choose when you select this subclass).

Operative Tools. You gain a Disguise Kit and Thieves’ Tools, and you have proficiency with them.

Skill Proficiencies. You gain proficiency in two of these skills of your choice: Deception, Investigation, Persuasion, Sleight of Hand, or Stealth.

Level 3: Parting Shot [Maneuver]

When you take the Dash, Disengage, or Dodge action on your turn, you can expend one Risk Die to make a ranged attack using a weapon as a Bonus Action. Add the Risk Die to the damage roll on a hit.

Level 6: Fieldcraft

Your experience in the field grants you the following benefits.

Quick Change. Using a Disguise Kit, you can create a Costume and don it as a Bonus Action.

Slick Talker. Whenever you make a Charisma (Deception) or Charisma (Persuasion) check, you can treat a d20 roll of 9 or lower as a 10.

Level 10: Exit Strategy

When you take damage, you can take a Reaction to evade further harm. You have the Invisible condition until the start of your next turn, and you can immediately move up to 10 feet.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending one Risk Die (no action required).

Level 14: License to Kill

Whenever you deal damage with a Ranged weapon, you can expend either one or two Risk Dice and add them to the damage roll. If you roll the highest number on a Risk Die, you can roll the die again and add it to the damage without expending it, rolling again if it is the highest number again, and so on. The maximum number of Risk Dice you can add to the damage equals your Proficiency Bonus.