ESPION
ESPION
Espions choose utilize deception to get close to their enemies, then leverage their tech casting abilities to debilitate them and capitalize on their weaknesses.
TECHCASTING
When you choose this practice at 3rd level, you have augmented your practice with tech powers.
TECH POWERS KNOWN
You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Beguiler table. You may not learn a tech power of a level higher than your Max Power Level, and you may learn a Tech power at the same time you learn its prerequisite.
TECH POINTS
You have a number of Tech points equal to your Operative level, and you earn more at higher levels, as shown in the Tech Points column of the Beguiler Practice table. You use these force points to cast tech powers. You regain all expended tech points when you finish a long rest.
MAX POWER LEVEL
Many tech powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beguiler Practice table. You may only cast tech powers at 4th-level once. You regain the ability to do so after a short or long rest.
TECHCASTING ABILITY
Your tech ability varies based on the alignment of the powers you cast. You use your Charisma for your tech wiles. You use this ability score modifier whenever a power refers to your tech ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.
Tech save DC = 8 + your proficiency bonus + your techcasting ability modifier
Tech attack modifier = your proficiency bonus + your techcasting ability modifier
FASCINATING DISPLAY
Also, at 3rd level, you can spend 1 minute attempting to distract and enthrall those around you. Choose a number of humanoids within 60 feet of you who watched your display for the duration, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you. While charmed in this way, the target idolizes you, speaking glowingly of you to anyone who talks to it.
Additionally, it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on this saving throw, the target has no hint you tried to charm it. Once you've used this feature, you must complete a long rest before you can use it again.
ESPIONAGE EXPERT
Starting at 6th level you can choose an espionage kit proficiency. Every 6 levels you can choose an additional espionage proficiency until you have a total of 3 by level 18.
FORGERY: Through ritual, over the course of 1-4 hours, you can create forged documents that look just like their originals to the untrained eye. Depending on your familiarity with the document, roll intelligence to determine the success of the documents deceptive capabilities. Once rolled, if the first is unsuccessful you can roll once more taking twice as long.
POISONER: Through ritual, over a long period of time, you can concoct or procure various poisons. Depending on your familiarity with the ingredients, roll intelligence to determine the success of the poisons capabilities. Once rolled, there is a cooldown before you can roll again.
NANOTECH: Through ritual, over a long period of time, you can procure or create small cameras, drones, or other devices. Unlike the others, these are rolled for at random and are based on what your connections can acquire. Once rolled, there is a cooldown before you can roll again.
MIND TAMER: Through ritual, over the course of several hours, you can concoct various concoctions. Depending on your familiarity with the ingredients, roll intelligence to determine the success of the .
HACKER: Through ritual, over the course of 1-4 hours, you can attempt to hack into databases and other useful systems. Depending on your familiarity with the programs utilized, roll intelligence to determine the success of the information you are attempting to procure or plant into the system. While you are doing this, you risk being traced should you fail a counterintelligence DC set by the DM. Once rolled, if your first attempt is unsuccessful you can roll once more, but doing so increases your likelihood of being traced.
MESMERIZING PRESENCE
Beginning at 9th level, you have advantage on attack rolls against creatures charmed by you.
CRAZED ENFATUATION
Starting at 15th level, your charm is such that creatures will attack their allies. They will continue to do so until the charm is broken by a Wisdom saving throw. Each round the DC is lowered by 2. Note, the creature can still choose who to attack, and will often attack the person they like the least in their own party.
MASK OF MANY
At 17th level, as a bonus action, you can mask yourself with an Active Camouflage for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers on your next turn. Once you've used this feature, you must complete a short or long rest before you can use it again.