Secret Agent (5e Class)

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Secret Agent[edit]

The charming Half-elf schmoozes through the party, buttering up the local lords with words of praise as she gathers information for her mission.

The Pretty Human seduces a local merchant, only to eliminate him and his guards in one fell swoop.

The Half-orc thinkers away at her gadgets, making items to aid her escape from the horde of guards rushing to the aid of the slain lord.

Mission Focused[edit]

The Secret agent is no Rogue. Where the rogue seeks to sneakily attack and kill their prey, a secret agent focuses on acquiring their goal. They use their wit, their words, they charm to gain what they want. The Spoken word is a much stronger tool than the sharp blade. Once the Secret Agent achieves their goal nothing stops them from escaping.

Creating a Secret Agent[edit]

1415235287350.jpg
http://i.4pcdn.org/tg/1415235287350


Quick Build

You can make a Secret Agent quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Criminal (Spy)[1]background.

Class Features

As a Secret Agent you gain the following class features.

Hit Points

Hit Dice: 1d8 per Secret Agent level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Secret Agent level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapons, hand crossbows
Tools: thieves tools, disguise kit
Saving Throws: Dexterity, Charisma
Skills: Choose any 3

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dagger or (b) any simple weapon
  • (a) a hand crossbow and bolt case with 20 bolts or (b) any simple weapon
  • (a) a burglar's pack or (b) a diplomat's pack
  • leather armor and a dagger
  • If you are using starting wealth, you have 5d4*10 in funds.

Table: The Secret Agent

Level Proficiency
Bonus
Features Spells Known (Information Subclass) 1st 2nd 3rd 4th
1st +2 Expertise, Killer Instinct, Multi-tool
2nd +2 Parkour
3rd +2 Secret Agent's Division 3 2
4th +2 Ability Score Improvement 4 3
5th +3 Improved Mark Target 4 3
6th +3 Expertise 4 3
7th +3 Killer Instinct (2/rest) 5 4 2
8th +3 Ability Score Improvement 6 4 2
9th +4 Special Division feature 6 4 2
10th +4 Ability Score Increase 7 4 3
11th +4 Expert Mark Target 8 4 3
12th +4 Ability Score Improvement 8 4 3
13th +5 Special Division feature 9 4 3 2
14th +5 Master Mark Target 10 4 3 2
15th +5 Secret Escape 10 4 3 2
16th +5 Ability Score Improvement 11 4 3 3
17th +6 Special Division feature 11 4 3 3
18th +6 Killer Instinct (3/rest) 11 4 3 3
19th +6 Ability Score Improvement 12 4 3 3 1
20th +6 The Professional Agent 13 4 3 3 1

Expertise[edit]

At 1st level, choose two skills or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with tools) to gain this benefit.

Killer Instinct[edit]

Beginning at 1st level, you have learned how to harness your ruthless determination to succeed or win. Through your specialized training you can use Killer Instinct to activate unique effects. You start with Mark Target and gain additional effect determined by your Special Division at 3rd level.

When you use your Killer Instinct, you choose which effect to create. You must then finish a short or long rest to use your Killer Instinct again.

Some Killer Instinct effects require saving throws. When you use such an effect from this class, the DC equals your 8 + your proficiency bonus + your Charisma modifier.

Beginning at 7th level, you can use your Killer Instinct twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Mark Target[edit]

As an action, You mark a number of creatures that you can see. The number of marks is equal to your Dexterity modifier. You can make a single attack upon each creature that you have marked. The attack must use a finesse or a ranged weapon. Ranged attacks must have enough ammunition. Melee attacks must be done within range, and within your allotted movement. Moving through a non-hostile space is not considered difficult terrain, you may draw and sheath weapons without expending a free action, and attacks against you by marked creatures have disadvantage during the Mark Target effect. The effects ends at the start of your next turn.

Multi-tool[edit]

Due to the nature of your work you have been given a gadget to store your tools. At 1st level you gain either Thieves tools or a Disguise kit. The tool is stored into your Multi-tool. The Multi-tool looks like a mundane item to others, and requires a DC20 Wisdom (Investigation check) to figure out what it does. As you gain other tool kits they can be stored into your Multi-tool. Your Multi-tool cannot be used by others.

Parkour[edit]

Starting at 2nd level, you have learned through rigorous training how to move efficiently to get to your objective. You have a swimming, climbing, and crawling speed equal to your movement. Any skill checks required for movement are done at advantage.

Secret Agent's Division[edit]

At 3rd level, you choose a Division that you train within from the list of available Divisions. Your Division choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 10th, 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.

Improved Mark Target[edit]

Starting at 5th level, when activating your Mark Target ability your movement is doubled until the start of your next turn. You gain the ability to make two attacks upon a marked target.

Expertise[edit]

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.

Killer Instinct (2/rest)[edit]

Beginning at 7th level, you can use your Killer Instinct twice between rests.

Ability Score Improvement[edit]

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Special Division feature[edit]

At 9th level, you gain a feature granted by your Secret Agent Division.

Ability Score Improvement[edit]

When you reach 10th 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.

If your DM allows the use of feats, you may instead take a feat.

Expert Mark Target[edit]

By 11th level, you have nearly perfected the art with dealing hostile targets. Whenever you kill or incapacitate a target you have marked, you may immediately move the mark to a hostile creature within 5 feet of it. The amount of marks you can make is now doubled.

Ability Score Improvement[edit]

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Special Division feature[edit]

At 13th level, you gain a feature granted by your Secret Agent Division.

Master Mark Target[edit]

By 14th level, you have perfected the art with dealing hostile targets. You gain advantage on attacks against marked creatures. Attacks upon marked creatures do not provoke attacks of opportunities. You know the location of all marked targets regardless of distance and cover.

Secret Escape[edit]

Starting at 15th level, In order to gain a greater strategic position you have learned the ability to instantly transfer yourselves to another location. As an reaction, you can teleport up to 300 feet to an open unoccupied space that you can see. The location must be open to enter and cannot be presently locked. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you you use this ability. You regain this ability when you finish a short or long rest.

Ability Score Improvement[edit]

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Special Division feature[edit]

At 17th level, you gain a feature granted by your Secret Agent Division.

Killer Instinct (3/rest)[edit]

Beginning at 18th level, you can use your Killer Instinct three times between rests.

Ability Score Improvement[edit]

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

The Professional Agent[edit]

At 20th level, you gain the ability to call upon other aspiring agents for aid. You gain the service of a 5 5th-level Secret agents who appears in a space you choose within 30 feet of you. The Secret agents serves you loyally until death, if a secret agents dies a new agents will take their place in a period of 1d100 days, and a Secret agent's Special Division is not determined until a character gives that agent a task to accomplish. Mistreatment of Special agents can cause them to stop aiding you in tasks.

Divisions[edit]

Information[edit]

The Division of Information is where agents learn how to both secure and retrieve intelligence. Secret Agents who enlist in Information are naturally gifted in both metal attributes and physical prowess. They use their abilities to coax out the truth, dispatch any enemies, and return safely with knowledge in hand.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the Bard spell list.

Cantrips. You learn three cantrips: friends, and two other cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level. Spell Slots. The Information Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level bard spells of your choice, two of which you must choose from the enchantment and divination spells on the bard spell list. The Spells Known column of the Information Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or divination spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Charisma is your spellcasting ability for your bard spells, since you learn your spells through dedicated study and moxie. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Suave

Starting at 3rd level, when you cast Friends, you can do so without the creature realizing that you have used magic to influence its mood. The cantrip requires no material components, and lasts for a period of 1 + your Charisma modifier (minimum of 30 seconds).

Killer Instinct
Monologuing

Starting at 3rd level, you can use your Killer Instinct to distract other's with their own egos. You can target creatures that can hear and understand you within a 30 foot radius, centered on yourself. The targets must make a Wisdom saving throw against your Killer Instinct save DC. On a failure the targets are now enamored by the conversation. The targets suffer disadvantage on Wisdom (Perception) checks that rely on hearing or sight, that is not on the creature that it is conversing with. The affected targets can make another Wisdom saving throw, with disadvantage, at the end of 1 minute if not in combat.

If the ability is used while in combat, except as noted above, this ability otherwise functions as a Slow Spell. The spell does not require any material or somatic components. While in combat the ability cannot effect more than 6 creatures that you select from the targets around you.

Analytical Mind

Starting at 9th level, when you use an Intelligence (History) check to remember something you saw or heard, or Intelligence (Investigation) check to deduce a problem or puzzle you gain advantage.

Beguile

At 13th level, you gain the ability to charm others with friends. As a bonus action on your turn, you can target a creature that can hear and understand you with the friend spell. Doing so gives the target disadvantage on attack rolls until the end of your next turn.

Information Broker

At 17th level, you gain the ability to learn about another creatures abilities.

As an action you can use a Intelligence (History) check or a Intelligence (Investigation) check to gain or recall knowledge about a creature's abilities. The DC of the checks is equal to the 5 + Challenge Rating of the creature. The Agent does not have to know about, or seen a creature before to use this ability. The information learned also allows the Agent to know any item the creature is carrying. The information you learned includes the Creature's:

• Hit points
• AC
• Legendary Actions
• Highest level Spell Slot
• Actions

Once you use this feature, you can't use it again until you finish a short or long rest.

Liquidation[edit]

The Division of Liquidation is where agents specialize in settling issues and requests. Where the rogue focuses on killing and eliminating targets, the Agent focuses on accomplishing the mission regardless of what comes their way.

Your Division grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Killer Instinct
Counter Strike

Starting at 3rd level, you are quick to react against those who you target. When a target you marked makes an attack at you, you are able to make a single attack against it. The attack against you does not have to hit you, and after you make your attacks you lose your reactions for the turn. The amount of attacks you can make is equal to the amount of targets you have.

Perception Expertise

When you choose this Division at 3rd level, you gain expertise with Wisdom (Perception) skill. If you are not proficient with Wisdom (Perception) skill, you gain the proficiency as well.

Extra Attack

Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Slick Movement

Beginning at 13th level, you can move without being heard. When you make a Dexterity (Stealth) check to move silently you gain advantage on that roll. In addition your footsteps no longer make noise, and Perception checks to hear you are done at disadvantage.

One Track Mind

Starting at 17th level, you have trained yourself not to lose sight of your goal. You sense the direction to an object's or creature's location, as long as it is within one mile of you. The object or creature must be familiar to you. The ability also allows you to locate an object or person that is near to what you are looking for, such as a certain kind of profession, wealth, creature type, race, apparel, jewelry, furniture, tool, or weapon. If it is in motion, you know the direction of its movement.

Research[edit]

The Division of Research specializes in creating objects and tools to help agents in the field accomplish their tasks. The objects that they create are constantly tested for use, and are generally an agent's life's work.

Your Division grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Spy Gadgets

When you adopt this Division at 3rd level, you're gain distinct knowledge into how to create your main gadget.

Proficiencies. You gain proficiency with Tinker's tools or one Artisan Tool of your choice. You also gain the tool for free which is stored into your multi-tool.

The tool you gain is what you use to work on your Gadget. For the Gadget you create you choose two Spy gadgets and gain its features. The physical object for the Main gadget must incorporate the features.

• Magic Pistol: Your gadget can make a range attack with a range of 30/60. When making a range attack choose acid, cold, fire, lightning, or poison damage. The Pistol does 1d8 damage and you are proficient with your Pistol. The pistol is considered a light weapon. The pistol does not use ammunition, but a power source that must recharge after every five shots. Recharging takes an action to do so.
• Messenger: Your gadget can allow you to communicate directly to others. As a bonus action you can talk directly to a creature you can see. The target does not have to understand you, and the creature cannot respond to your message. In combat as a bonus action you can use your Messenger feature to distract a creature. When you target a creature with your messenger they have to make a Wisdom saving throw against your Killer Instinct save DC. On a failure that creature cannot take reactions.
• Stabilizer: Your gadget can stabilize and possibly heal a creature. When a creature is making a death saving throw your gadget can stabilize that creature as an action. The Stabilizer has a range of 5 feet. Roll a d20 after stabilizing that creature, on a 20 that creature come back to consciousness with 5 Hit Points.
• Portalmaker: Your gadget allows you to create two portals that are linked to one another. As a Bonus action you can create two portals within 30 feet on a solid surface. The portals must be 30 feet of one another, and one portal must be within 30 feet of the gadget. If the portals are not within 30 feet, or if the gadget is not within 30 feet of a portal, the Portalmaker ceases to function. The Portals can fit a hand up to the armpit, or a foot up to the knee. The Portals can trip a creature that is Small or tiny if it fails a Dexterity save of 10. A Portal must have another portal to be active. If the Portalmaker ceases to function any object within the portals are ejected and suffer 1d6 force damage. If a creature uses a portal to make a melee attack you don't add your ability modifier to the damage of the attack, unless that modifier is negative.
• Springfall: Your gadget allows you to jump 10 feet in the air as a Bonus action. When you use the bonus action ability your attacks gain advantage. You do not take fall damage if you fall 10 feet or less. Using your Springfall does allow enemies to make Attacks of Opportunity.
• Mirage: As an action your gadget allows you to create a stationary image that is no larger than 10 foot cube. The image covers anything within it, and the image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your Killer Instinct save DC.

After using any of the Gadget's Features you must roll a d20. If you roll a 1, the gadget malfunctions and you must spend an action with an appropriate tool proficiency to fix it. Once a gadget Malfunctions the gadget cannot malfunction again until after you have taken a long rest.

Killer Instinct
Gadget Swap

Starting at 3rd level, you are able to swap gadgets when in a pinch. When you active Gadget Swap you can choose a single Gadget from Spy Gadgets and use it. The Gadget cannot malfunction, and you are able to use it for a period of 1 minute. The Gadget's level is equal to the highest level you have unlocked.

Upgraded Spy Gadgets

At 9th level, you gain an upgrade based on one gadget feature you chose at 3rd level. In addition you can pick another Gadget from the Spy Gadget list.

• Magic Pistol: Your gadget can make a range attack with a range of 60/120. The Pistol does 1d10 damage.
• Messenger: Your gadget now allows you to communicate with at least 5 other creatures that you choose. The 5 other creatures can talk with one another, and the range is within one mile. The creatures communicating must acknowledged the communication in order to work. In combat when use your Messenger feature to distract a single creature, it is now a reaction ability.
• Stabilizer: Your gadget now has an increased chance of healing. When you roll after stabilizing a creature, on a 19-20 that creature will come back to consciousness with 10 hit points. The range of the Stabilizer is now 10 feet.
• Portalmaker: Your gadget now has an upgraded distance of 60 feet. This includes the distance to place portals, distance of portals, and distance of a portal to the gadget. All attacks within the portal are done with ability modifiers added, if applicable.
• Springfall: Your gadget allows you to jump up to 10 feet in the air and move 15 feet forwards as a Bonus action. You do not take fall damage if you fall 10 feet or less, and you have resistance from fall damage if you fall within 300 feet. Using your Springfall ability does provoke Attacks of Opportunity with disadvantage.
• Mirage: As an action Your gadget allows you to create a stationary image that is no larger than 10 foot cube. The image seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your Killer Instinct save DC.
More Gadgets

Beginning at 13th level, you can Upgrade one Gadget you own from the Upgraded Spy Gadget list, or choose another Spy Gadget from the 3rd level Spy Gadget list.

Tool Expertise

Starting at 13th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Master Gadgets

At 17th level, you gain Mastery over a single Upgraded Gadget from your 9th level feature. In addition you can upgrade one gadget from the Upgraded Spy Gadget list.

• Magic Pistol: Your gadget now becomes two Pistols. Both Pistols do 1d12 damage. As an action you can fire both pistols at a creature, or multiple creatures. While recharging a pistol you cannot fire either.
• Messenger: Your gadget now allows you to communicate with up to 10 creatures. The creature must be on the same plane of existence, and the range is unlimited.
• Stabilizer: Your gadget now has an increased chance of healing. When you roll after stabilizing a creature, on a 18-20 that creature will come back to consciousness with 20 hit points. The range of the Stabilizer is now 30 feet.
• Portalmaker: Your gadget now has an upgraded distance of 60 feet. This includes the distance to place portals, distance of portals, and distance of a portal to the gadget. The Gadget can now allow for greater size within the portal. A single medium creature or smaller can enter the portal.
• Springfall: Your gadget allows you to jump up to 30 feet in the air and move 60 feet forwards as a Bonus action. You do not take fall damage if you fall 30 feet or less, and you have resistance from fall damage if you fall within 1000 feet. Using your Springfall ability does not provoke Attacks of Opportunity.
• Mirage: As an action Your gadget allows you to create an image that is no larger than a 20 foot cube. The image seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can cause the image to move to any other spot within view. As the image changes location, you can alter its appearance so that its movements appear natural for the image. You can create sufficient heat or cold to cause discomfort, a sound loud enough to mask other noise, or a smell that might trick a creature. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check with disadvantage against your Killer Instinct save DC.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Secret Agent class, you must meet these prerequisites:

Ability Score Minimum: Charisma 13

Proficiencies. When you multiclass into the Secret Agent class, you gain the following proficiencies:

Armor: Light
Weapons: simple weapons, Hand crossbows
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