Base Class: Rogue
The Dragonshield Guild Agent is a Roguish Archetype which is available to the Rogue class at 3rd level. There are no racial restrictions to taking this archetype (unlike some of the other Allhavens class choices). You should discuss taking this archetype with your DM and work with them, particularly if you intend to multiclass.
Cult Infiltrator
At 3rd level, your study of cults gives you an advantage in finding and infiltrating such groups. You have advantage on Intelligence checks made to recall, learn or find information on cult activity, as well as Charisma checks made to interact with cult members. You also learn one language of your choice (potential options include Infernal, Abyssal and Undercommon)
Espionage Expert
Also at 3rd level, you are greatly adept at blending in. You gain proficiency with the disguise kit, and you may double your proficiency bonus when making an ability check using a disguise kit. Finally, you have advantage on Dexterity (Stealth) checks when attempting to hide in a crowd or large group (what constitutes a large group is left to the DM’s discretion)
Holy Ritual
At 9th level, due to your experience of the horrors unleashed by cultists, you have learned how to make your own holy ammunition against them. Starting at 9th level, during a short or long rest, you can use 25gp worth of powdered silver to create a vial of Holy Water, reciting a ritual taught to you by the Vessels of the Allhavens. Additionally, when you use Holy Water as a weapon, it counts as a ranged weapon you are proficient with.
Protection from the unholy
At 13th level, as an extra layer of defence against cultists and those they worship, you learn to cast the spell Protection Against Evil and Good without requiring material components. You may only cast this spell on yourself, and once you do so you cannot cast the spell again until you have completed a short or long rest.
Scourge of the Unnatural
At 17th level, Your knowledge of cult plots allows you to exploit weak points in those worshipped or summoned by cultists. At the end of a short or long rest, choose one of the following creature types: aberration, celestial, dragon, elemental, fey, fiend, monstrosity, or undead. Your Sneak Attack damage increases by 3d6 when applied to a creature of the type you chose.
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