Cantrips (at will): friends, mage hand, minor illusion, vicious mockery 1st level (4 slots): charm person, healing word, dissonant whispers, disguise self 2nd level (3 slots): invisibility, pass without trace, alter self
Words of Terror
The Double Agent has learned to infuse innocent-seeming words with an insidious magic that can inspire terror.
If the Double Agent speaks to a humanoid alone for at least 1 minute, they can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against DC 15 or be frightened of the double agent or another creature of its choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that the Double Agent tried to frighten it.
Once you use this feature, you can't use it again until you finish a short rest or long rest.
Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 5 feet (included in its speed).
Multiattack. The Double Agent makes two melee attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Anywhere near someone the Scarlett Brotherhood would like more influence with. 14