Every faction, government, and organization needs a way to earn information. Rogues that make follow the Spy archetype are those people. You hone your arts in subterfuge, disguise, and espionage. Not only is stealth important, but the art of deception and manipulation are the Spy’s weapons of choice.
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and forgery kits.
At the 3rd level, you are more skilled at manipulation and lies. Add your intelligence modifier to any charisma checks or skill rolls that you make. In addition, when you are disguised or have charmed a target, you may make a sneak attack even if the target has no allies adjacent to it.
No Detail Missed
At the 9th level, you gain advantage on all investigation, perception, and insight rolls. In addition, when you watch a creature for more than one hour, you learn all vulnerabilities and resistances that the creature may have.
At the 13th level, you have established a large network of information unique to the planes of existence you have visited. Using this network, you can ask the Dungeon Master a number of questions equal to your intelligence modifier. The Dungeon Master then rolls a d20 secretly. On a ten or below, the Dungeon Master can falsify the information you learn from your information network.
At the 17th level, you have become a master of stealing and relaying information. On your turn, you may use your action to observe the target and rely the information to your party, giving them advantage on all attack rolls made towards the target until the end of your next turn. You may continue doing this as a bonus action every subsequent turn for a number of times equal to your Intelligence modifier. You may only use this feature once per short or long rest.