Base Class: Monk
As a secret agent, you persue, interrogate, and seek information wherever it can be found. There are three different secret agent traditions - snipers, who attack ruthlessly from a distance; brawlers, who specialise in up-close and personal beatdowns with whatever comes to hand; and spies, who specialise in decieving and misleading their targets.
Bonus Proficiencies
When you select this subclass at 3rd level, you gain proficiency with firearms. Additionally, you gain proficiency with your choice of Insight, Investigation, or Perception.
Agent Tradition
Also at 3rd level, you must choose a Secret Agent tradition to follow. You can choose from Brawler, Sniper, or Spy. You will continue to follow this tradition as you level up. When you reach a level where you gain a subclass feature, you can change your tradition to one of the other options. When you do so, you lose the benefits from your original tradition and gain the benefits of the new tradition.
Brawler
You gain proficiency with improvised weapons, which count as monk weapons for you. If you take the attack action and attack using only unarmed strikes or improvised weapons, you can make an additional attack as part of that action.
Sniper
You gain proficiency with longbows, shortbows, and all crossbows. You do not have disadvantage from attacking at long range with ranged weapons. Additionally, you gain a bonus to damage rolls with these weapons equal to the distance from the target in feet divided by 5.
Spy
You gain proficiency with hand crossbows and do not have disadvantage from attacking a creature within 5ft of you when attacking with ranged weapons. If you take the attack action and attack only one creature, you can use your bonus action to knock the creature prone if it is Large or smaller.
A Particular Set of Skills
Starting at 6th level, attacks with your monk weapons count as magical for the purposes of overcoming resistance and immunity to nonmagical damage. You also gain proficiency with the Deception and Persuasion skills. Additionally, when you make a check with either of these skills, with the skill you chose at 3rd level, or when you make an attack roll with the weapon granted by your choice at 3rd level, you can spend a ki point to gain advantage on the ability check or attack roll.
Specialist Training
From 11th level, you gain a new benefit based on your choice of tradition.
Brawler
When you attempt to grapple or shove a creature, you can deal damage to it equal to one roll of your Martial Arts die plus your dexterity modifier. You deal this damage whether you succeed or fail on the check.
Sniper
From 11th level, you can ignore half cover and three-quarters cover when attacking with ranged weapons. Additionally, if you took the attack action and used a ranged weapon for both attacks, you can use your bonus action to attack again with the same ranged weapon.
Also at this level, when you hit with an attack, if you have attacks remaining you can expend an additional attack to deal extra damage equal to 2 rolls of your Martial Arts die. You can expend more than one attack to do this, provided you have more than one remaining attack, dealing extra damage for each attack expended.
Spy
From 11th level, when you attack a creature while hidden you can deal additional damage to it equal to 2 rolls of your Martial Arts die. Additionally, you can spend a ki point to hide as a bonus action.
Top Agent
At 17th level, you gain an additional feature from your chosen Secret Agent tradition.
Brawler
From 17th level, you can spend 2 ki points to deal maximum damage on an attack if you are using an imporvised weapon or an unarmed strike. You can spend ki points in this way only once per turn.
Sniper
When you make an attack with a ranged weapon, you can spend 3 ki points to make the target of the attack vulnerable to all of the attack's damage. You can spend ki points in this way no more than once per turn.
Spy
From 11th level, once per turn when you attempt a Stunning Strike, you can spend an additional 2 ki points to have the target creature fail without making a save. When you do so, you deal additional damage to the target equal to 2 rolls of your Martial Arts die.







Comments