Languages: Common, plus two others.
Expert Infiltrator. The spy can take the Disengage or Hide action as a bonus action on each of its turns.
Mimicry. The spy is skilled at mimicking voices, including accents and speech patterns. It has advantage on Deception and Performance checks made to mimic a voice it has heard for at least 1 minute.
Technologically Adept. The spy has a built-in communicator allowing them to communicate silently with other syndicate members within a 1-mile radius.
Multiattack. The spy makes two attacks: one with its short sword and one with its hidden blade, or two with its short sword.
Short Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) piercing damage.
Hidden Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage. On a hit, the spy can choose to inject a toxin into the target, forcing them to make a DC 15 Constitution saving throw or become poisoned for 1 minute.
Subdue (Recharge 5-6). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: The target is grappled (escape DC 14). While grappled in this way, the target is restrained, and the spy has advantage on attack rolls against it.
Quick Reflexes. When a creature the spy can see attacks it, it can use its reaction to halve the attackās damage against it.