Agent (5e Class)
From D&D Wiki
- 1 Agent
- 1.1 Accurate Heroes
- 1.2 Creating an Agent
- 1.3 Class Features
- 1.4 Multiclassing
A halfling pulls her pistol from her holster, her eyes scanning her enemy as she takes her shots. A dragonborn aims his arrow with incredible accuracy, striking his enemy in the leg.
These heroes are painfully accurate. Agents were genetically modified by the Agency, some secret organization that no one knows about. Most of them wear a bio-armor that adapts as their abilities get better. They are very versatile soldiers who normally like to follow orders from superiors. They are known to be thrown into ridiculous situations, like an island that has been completely taken over by a corrupt government, and then they are given a nearly impossible task, pretty much all by themselves.
Creating an Agent
Think about your Agent's origin. How did they become an Agent? Why did they become one? If you're in a medieval world, how'd they get there? What drives them to fight? Are they lethal warriors or more merciful? Did at one point they go rogue or were they always good soldiers? And why did you sign up for such a dangerous job?
- Quick Build
You can make an Agent quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Second, choose the Soldier background.
As a Agent you gain the following class features.
- Hit Points
Tools: Tattoo kit
Saving Throws: Dexterity, Strength
Skills: Choose 2 from the following: Acrobatics, Athletics, Perception, Stealth, Slight of Hand
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Pistol or (b) Laser Pistol
- (a) 60 pistol ammo or (b) 1 energy cell
- (a) Leather armor or (b) Tattoo kit
- If you are using starting wealth, you have 3d4 X10 in funds.
|4th||+2||Ability Score Improvement||1d4|
|8th||+3||Ability Score Improvement||1d6|
|12th||+4||Ability Score Improvement||1d8|
|16th||+5||Ability Score Improvement||1d10|
|19th||+6||Ability Score Improvement||1d10|
At first level, you gain your martial arts. Your Agency training you got long ago has taught you how to fight without weapons in your hands with the power of a master of judo. You are able to make an unarmed strike with damage dice equal to your level as shown in the table above.
At 2nd level, you gain the Booster Pack which, while in motion, the Agent is capable of leaping 20 feet straight into the air to grab onto ledges or roofs. This feature can be used at any time, but takes all your movement and an action to use as you need to charge it up by moving forward first.
At 3rd level, your punches become more powerful. You can, as an action, do 2d8 damage with a single punch, throwing your enemies back 20 feet.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level, you can use energy from your hands to grab any small object (trinket, normal-sized weapon) or medium object (small boulder, dead body) from 10 feet away. The small objects, when thrown, deal 1d2 bludgeoning damage, or piercing if the object is sharp, to anything it is thrown at. The medium objects deal 1d6 bludgeoning damage when thrown. Once you use this ability, you must complete a short rest before you can use this trait again.
At 6th level, your eyes adapt to the high-tension life of adventuring and you can see opportunities you couldn't see before. You can now aim for specific body parts, the head (double damage), an arm (to get around small or medium shields), or a leg (to knock them prone). Once you use this ability, you must complete a short rest before using them again.
At 7th level, you gain an Agency car, a vehicle with space for a driver and 1 (one) passenger. It moves at 100 mph at most in Lightning Form. To call this vehicle, you must have an open space that is 10 feet by 15 feet, or the vehicle cannot materialize. You can only use this trait once, then you must complete a long rest to use it again.
You have a choice now! At 10th level, you can either use the Spider Form of your Agency car which will climb walls at ridiculous angles or the Minotaur form, a tank with a gun on top that does 3d10 damage to anything in a 10x10 foot space. The Spider Form is able to drive at any angle on any terrain, up a cliff, upside down, even on ice with no problems. This trait can only be used once, and once your vehicle has this trait, your vehicle will have 2 modes that you can switch between the 2 of them at will.
This really only works if you're high up. At 11th level, you can fall off something and then use your Ground Pound. It does 3d8 damage in a 20ft circle. Unfortunately, this only counts if you're falling, you can't do this just standing up. Once you use this trait, you must complete a short rest before you can use it again.
At 13th level, you're able to take enemies down easily now, at least, if you win a Strength contest. With a DC equal to your opponent's Strength contest (on a win) you can knock an enemy out without that pesky disadvantage.
Find something that looks like you need to jump 30 feet straight forward to reach and use your Air Dash mid-jump. 30 feet is the maximum. This feature is unlocked at 14th level, and can be used in a variety of situations. You must use all your movement action to use this trait, and once you do, you must complete a short rest before you can use it again.
Your Agency training allows you to simply vanish into shadows, giving you an advantage on Stealth checks at 15th level.
At any point if you actually have the car available, you can destroy it, doing 5d20 damage in a 20x20 foot area at 17th level.
Prerequisites. To qualify for multiclassing into the Agent class, you must meet these prerequisites: Dexterity of 17 or higher.
Proficiencies. When you multiclass into the Agent class, you gain the following proficiencies: Martial Weapons, Heavy Armor