Rogue
Base Class: Rogue

An Agent is one of stealth, staying undetected, waiting, lurking, looking for the right time to strike, picking off a whole group of enemies unnoticed, one by one. Specialized to neutralize and kill, these people have been picked to go on special missions for various reasons. Agents have gone through extensive training to get where they are at. Agents prefer to go quiet and stay unnoticed, sneakily making their way around. They are also very good at fighting up close and using intimidation tactics to scare and frighten their enemies. Agents are forced to reckoned with, no matter the appearance. 

 

Hostage

3rd-level Agent feature 

If you are able to grapple a creature, as a bonus action you can attempt to make them your Hostage. The creature must make an Intelligence saving throw with a DC of 8 + your Charisma modifier + your proficiency bonus. On a failed save, the creature responds truthfully to any questions you ask it and follows along to any orders you give it for as long as you are holding them. They can not make any attempt to escape the grapple, and can only be let out of the grapple when you decide to release them. You also gain no movement penalties when moving the grappled creature. Once the creature is released, the creature is now frightened by you.

You gain proficiency in Intimidation

 

Silent But Deadly

3rd-level Agent feature

Neutralize: If a creature is unaware of your presence while near them and you are able to grapple them, as a bonus action you can attempt to silently choke them unconscious. The creature must succeed on a constitution saving throw with a DC of 8 + your Strength modifier + your proficiency bonus or be knocked unconscious on a failed save. Once knocked out, the creature starts a Short Rest and stays unconscious for 5 minutes. The creature can regain consciousness if takes damage or another creature finds it and awakens it. If the creature succeeds on the saving throw, the creature is not knocked unconscious and still continues to stay grappled by you. You can do this a number of times equal to your strength modifier. You regain all expended uses when you finish a Long Rest.

Precise Strike: You know precisely where to strike to take down your target. When rolling to attack, you can roll a 1d6 to add to the total, potentially turning a miss into a hit. You have three charges that resets every long rest.

Stunner

9th-level Agent feature 

You gain the following Cunning Strike option

Stun (Cost: 1d6). A creature must succeed a constitution saving throw or be stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns to end the condition.

Undetected

13th-level Agent feature

You continue to go unnoticed when sneaking up on creatures. You cannot be detected by a creatures Blindsight or Tremorsense. Additionally, you gain a Blindsight distance of 25 feet.

Covert Tactics

17th-level Agent feature 

You know how to pick apart a group of enemies, one by one. Whenever you roll for initiative, you can choose a number of creatures equal to your Strength modifier within 30 ft of you. These creatures now gain vulnerability to one of the given damage types of your choice, Piercing, Slashing, or Bludgeoning. Additionally, if you deal the killing strike to one of your marked targets, you can mark another creature within 15 ft of you to give it the same vulnerability. A marked creature keeps this vulnerability until you deal a different damage type to the creature other than the type you gave it vulnerability to.

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