Shield Savant. The Agent can use both of their reactions one per round. They regain usage of both their reactions at the beginning of their next turn.
Enchanted Armaments. The Agent is equipped with a +2 shortsword and a shield that allows for spellcasting with the shield as the focus.
Spellcasting. Agent Kingsly is a 6th level spellcaster. Their spellcasting ability is Charisma (spell save DC 18, +8 to hit with spell attacks). The Agent has the following Wizard and Bard spells prepared:
Cantrips (at will): message, true strike, light, vicious mockery
1st level (4 slots): divine smite, dissonant whispers, healing word, wrathful smite
2nd level (3 slots): animal messenger, branding smite, mirror image
3rd level (3 slots): antagonize, counterspell, dispel magic
4th level (2 slots): confusion, dimension door
Multiattack. The Agent can make two attacks: one with their shortsword and one with their shield, two with their shortsword, or one with their shortsword and one cantrip.
Shortsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 8 (1d6 + 5) magical slashing damage.
Shield. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) magical bludgeoning damage. The target must succeed on a DC 16 strength saving throw or be pushed back 10 feet and knocked prone.
Second Wind (Recharge 5-6). The Agent can use a bonus action to regain 13 (1d10 + 8) hitpoints.
Heroic Inspiration. As a bonus action, the Agent may wish to inspire one creature that can hear it within 60 feet of itself. The creature gains a d6 of Bardic Inspiration. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. If this inspiration is used on a Charisma (Intimidation), a Wisdom (Insight) check, or an attack roll, the roll is made with advantage.
Parry. When the Agent would be hit with an attack, they can add a +2 to their AC so long as they can see their attacker. If the attack does not hit because of this and is a melee attack that missed, the Agent can use their reaction to make one shortsword attack or cast one cantrip.
Countercharm. If a spell that gives the charmed condition is casted within 30 feet of the Agent, they can use their reaction to turn that spell back on the caster. The caster must make a Charisma saving throw equal to their spell save DC. On a fail, the caster is stunned until the end of its next turn and takes 5 (2d4) psychic damage. On a success, the spell is cast as normal.
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