Prerequisites: Intelligence 15 or Charisma 15

You can expend a Maneuver Die and spend 1 hour to recruit a humanoid Informant from a settlement you currently occupy.

For this Maneuver to work, there must be a willing humanoid, such as an urchin, criminal, thief, spy, or another rapscallion in a settlement of significant size, as determined by the DM.

They won’t aid you in combat or risk their life for you, but they will gather information, rumors, news, and secrets from that settlement. During each long rest, they will seek you out and deliver this information if you are in that settlement.

Your Informant remains in your service until you dismiss them or they die. However, you do not regain the Maneuver Die spent on this Maneuver until they leave your service.

Having more than one Informant in a settlement increases the accuracy and secrecy of information they can gather.