Rogue
Base Class: Rogue

An Agent is a Rogue who focuses on the Social sphere, while specializing in defeating certain Exploration and Combat Hazards. While Agents are normally part of an organized group--be it a crime syndicate, government intelligence, or secret society--many can also be adventurers in their own right. The Agent is a Rogue that realizes that as a mundane hero in a world of high magic, the only thing that is keeping them on even footing with the fantastic foes they face is their intelligence and insight. The Agent excels in a world of intrigue and against enemies that attempt to confuse and befuddle their allies. Other Rogues dabble in magic or complex fighting styles, but the Agent is a force to be reckoned with and a hero who will always crack the case.

Play an Agent if...

  • You want to decipher clues and reveal the truth.
  • You want to defeat magical illusions and enchantments with nothing but your cunning and insight.
  • You want to protect your allies from subtle influences and secret dangers.
  • You imagine your Rogue as a member of an elite underground cabal.

Building an Agent: Like all Rogues, an Agent should focus on Dexterity first, and all heroes can benefit from Constitution. However, many of your skills key off of Intelligence or Wisdom, and these should not be neglected, even though you are not a spell caster. As an Agent, you are less likely to be conducting overt diplomacy for your team, and Charisma can be a tertiary concern.

Cipher Mastery

Starting at 3rd level, during a Short or Long Rest, an Agent may decode any cipher provided they know the language the cipher is written in and contain two pieces of the same cipher. In addition, the Agent learns an additional language and gains Tool Proficiency: Forgery Kit.

Trained Skeptic

Starting at 3rd level, you may use your Cunning Action to force a creature concentrating on an Illusion or Enchantment effect you can interact with to make a Constitution Save (DC 8 + Proficiency + your Wisdom or Intelligence Modifier).  On a failed save, the effect ends.

You may add your Proficiency bonus against all Illusion or Enchantment effects or spells from those schools.

See Through Falsehoods

Starting at 9th level, you may apply your Evasion to any damage dealt by Enchantment or Illusion effects that allow a save. In addition, you have Advantage when trying to see through disguises or forgeries. You are also Immune to Charm.

Cut Through Falsehoods

Starting at 13th level, whenever you deal Sneak Attack Damage to a target, that target must make a Concentration check, where the DC is equal to 10 plus your Proficiency bonus or half the damage dealt plus your Proficiency bonus, whichever is higher. If the target fails this save, any shapeshifting effects immediately end, and if the creature was summoned through the use of a spell, ability, or other magical means, the summoning immediately ends.

In addition, whenever an ally you can see fails a save against an Enchantment or Illusion effect or suffers the Charmed condition, you may use your Reaction to allow them to make the save again, adding your Intelligence or Wisdom modifier to their Saving Throw.

Master of Truth

At 17th level, you gain Expertise in Insight, or in another Skill if you already have Expertise in Insight, and you can see through any non-magical disguise if you spend at least a minute interacting with it. The DC for the Saving Throw all of your Agent abilities (Trained Skeptic and Cut Through Falsehoods) is increased by both your Intelligence and Wisdom modifiers to a maximum of +6.

 

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6/22/2020 12:18:42 PM
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