Rogue Subclass: Agent

Rogues are defined by talent in the way that Fighters are defined by strength and Wizards are defined by cleverness. Not all of those talents are merely physical, but also mental. Agents are the the best example of this, augmenting their physical abilities with gadgets and tools of their own design.

Devices

At 3rd Level, the Agent designs and builds a few gadgets that he can then employ to great effect. Any Devices made this way may be used by that agent with proficiency. He may give the Devices to other people, however, he will then need to replace them with 8 hours of work and 200gp resources for each gadget. Also, unless otherwise noted, the training necessary to use the devices is not transferred with the artifact, so the benefits may not be available to that user.

Some Devices require a recharge. Recharging take 1 hour and can be completed on either a short or long rest. The Agent must have a tinker's kit handy to complete the recharge. Items that require a recharge are noted with (R).

If using one of these items requires a saving throw, the DC is determined by the following:

Save DC = 8 + Intelligence modifer + Proficiency Bonus

Choose three Devicess from the list below. The Agent may learn an additional Device design at 9th, 13th and 17th

  • AutoGrapnel (R) - This is a rod three feet in length containing a strong, thin rope 60' in length. The top third of the rod detaches and becomes a grapnel. It may be fired to it's full length as a bonus action. It may be retracted as an action prior to recharging, but will not carry more than 10lbs in weight along with it.
  • Buckler - A small shield. It gives a +1 bonus to AC and may be donned or removed as a bonus action. In all other ways, it counts as a shield. Special: Replacing a buckler is only 20gp.
  • Combat Flare (R)- This device is a 1' metal tube. Ignited, it becomes tipped with a bright flame that provides 10' of light plus 5' of dim light for one hour, using 10 minutes of fuel each time it is ignited. It burns underwater. It has a second cord that may be pulled, using 30 minutes of fuel to do 2d4 fire damage in a 10' cone.
  • Crossbow, Wrist - This weapon has folding arms and will conceal under a loose sleeve. It does not require a free hand to hold or use. It counts as a crossbow pistol in all other ways. Deploying or concealing it is a bonus action.
  • Crossbow, Repeating - A light crossbow but with a top loading cassette of 5 bolts. Cassettes are 5gp and 1lb each and may be exchanged as a bonus action. A crossbow still uses 1 bolt per attack. You may ignore the Loading property while using a repeating while there are bolts in a cassette. At 9th level, when you use the Attack action with a repeating crossbow, you may make an addtional attack instead. This increases to 2 additional attacks at 13th.
  • Hidden Armor - Using small plates of metal, patches of chain, and stiffened leather, the Agent may construct a suit of armor that is undetectable under loose fitting clothes. This armor's AC is 13 + Dex modifier. Spotting requires a DC 20 Investigation roll.
  • Hidden Blade - This is a short blade, designed to retract into a concealed sheath and emerges either from under the wrist, over the back of the hand, from the pommel of a rapier or short sword, or out of the tip of a boot. This weapon is treated as a dagger in all respects with two excetions. When used by an Agent, this weapon scores a critical hit on a 19 or 20 on the attack die. Also, on their turn, an Agent may make a Sleight of Hand check vs. the target's passive perception. If successful, the Agent may use their Sneak Attack on an attack made with a hidden blade before the end of the turn; once this second ability is used, it cannot be used again until the Agent rolls initiative again and it cannot be used against anyone who knows the hidden blade is there.
  • Glider - This apparatus is worn under a backpack. When activated, a set of wings are released. The agent gains a fly speed of 30', which may not be used to ascend. While aloft, the Agent must make a DC 10 Atheletics roll to keep from descending 5' per turn. Once this item is activated, it takes 15 minutes to reset. While the wings are out on the ground, the Agent has disadvantage on dexterity saves and dexterity skill rolls.
  • Glowrod (R) - This metal rod is coated in gold dust. When struck against a hard surface, it sheds light like a torch for up to 8 hours, using fuel in 10 minute increments. Also, it may be used as a club. If used against an undead creature, it does an addtioanl 1d4 radiant damage.
  • Multirod - This four foot rod is made of wood covered in metal studs. One stud releases a foot long spike from one end. Another relesed an 18 inch slashing blade from the other. When used by the Agent who designed it, it has the following stats: 1d6, (B/P/S), 6lbs, Finesse, Versatile (1d8). The Agent may declare what type of damage (bludgeoning, piercing, or slashing) when they make their attack with this weapon before the to hit roll is made. The multi rod may also be split into two parts (or reassembled) as a bonus action. Each half has the following stats: d4 (bludgeoning or slashing/piercing, depending on the end), 3lbs, finesse, light.
  • Poison Channel - The Agent may construct piercing melee weapons with which they are proficent, darts, arrows, or bolts with a narrow channel for poison. The weapon must be made by the Agent, you cannot modify existing weapons. This adds 5gp to the cost of 10 arrows, bolts, or darts, or to one piercing melee weapon. The Agent gets 2 melee weapons so modified; or 20 pieces of ammuntion; or 20 darts. Each weapon carries a dose of poison that may be used on any attack. The DC for poisons delivered this way goes up by 2.
  • Puffer (Dust Projector) (R) - This device is a six inch tube that contains either a dose of poison or a charge of incapacitating dust. The charge may be released as a bonus action. A target within 5' must make a Dex save or be poisoned or blinded, respectively, until the beginning of its next turn.
  • Quick Patch (R) - This poultice may be used as a bonus action, applied by an Agent either to an ally or to themselves. When it is used, it allows the person it is used on to expend up to 3 hit dice immediately, if they have them available.
  • Springblade (R) - This dagger has a spring loaded blade, allowing the Agent to launch the blade from it's grip. If they do so, the weapon is unusable after until recharged. It has a range of 60'/240'. When the blade is launched, the Agent may make a sleight of hand roll vs. the target's passive perception. If successful, they may apply their sneak attack.
  • Twilight Goggles (R) - These dark goggles cover the whole eye. They have small resivoir of alchemical fluid which can flood the goggles. When worn, the goggles give you advantage on any attempt at blinding you due to bright light and any lighting like torches or the Light spell is only half as effective for you. They negate the penalties for Sunlight Sensitivity, but also replace Superior Darkvison with Darkvision while worn. Also, the fluid may be released, giving the user Darkvision 60' for 1 hour; you may use this in 10 minute increments. The second ability cannot be used again once expended until recharged.
  • Wet Gear (R) - This consists of a set of gloves and boots with retractable fins, as well as a mask with a snorkle. While deployed, this set of gear gives the Agent a swim speed equal to their walking speed. They may extend the snorkle up to 10' if stationary, allowing them to breathe. Also, this set includes a bladder that connects to the snorkle and that provides ten mintues of air on it's own, used in 1 minute increments, which must be recharged. Deploying the fins or changing the length of the snorkel is an action.
  • Wrist hooks - A set of hooks that come out at the wrists or on the palm of the hands using a special set of gauntlets. Deploying or retracting them is a bonus action. While deployed, you have a +2 on rolls to grapple, a climb speed equal to your walking speed, and your unarmed strikes do 1d4 piercing.

Gearhead

At 3rd level, the Agent gains proficiency with Smith's Tools and Tinker's Tools.

Grenades

At 9th level, the Agent learns how to make explosives. These explosives are semi-magical, tied to the Agent who created them. He may have up to 3 explosives of any of the types below. Hey may replace up to 3 on a short rest. They become inert once they are more than 10' from the Agent for more than a minute. They may be thrown up to 30' away. They are detonated either by the Agent who created them throwing them, which takes the place of an attack, or a single grenade may be dentonated by mental command, which requires a bonus action.

When Agents learn to make grenades, they gain proficiency with Alchemist's tools and gain proficiency when throwing Alchemist's Fire, Acid, or similar weapons, as well as the Grenade's described below. Damage from grenades is equal to the Agent's Sneak Attack damage.

  • Basic Bomb - This grenade does thunder damage to anyone within 10' of it who fails a Dexterity save. If the save is successful, they take half that damage.
  • Concussion Bomb - This grenade does bludgeoning damage to anyone within 10' of it who fails a Constitution save and moves them 10' away in a random direction. If the save is succuessful, they are not moved and take half damage.
  • Fire Bomb - This grenade does fire damage to anyone within 10' who fails a Dexterity save and half that again at the beginning of their next turn.
  • Flash Bomb - This grenade does not damage, but anyone within 10' must make a Wisdom save or be Blinded and Deafened for 1d4+1 rounds, until the end of their turn. Success leaves them Blinded and Deafened until the end of their next turn.
  • Poison Bomb - This grenade does poison damage to anyone within 10' of it who fails a Constitution save; those effected by this are Poisoned for 1d4+1 rounds, until the end of their turn. If the save is successful, they take no damage, but are poisoned until the end of their next turn.
  • Smoke Bomb - This creates a 30'x30' cloud of smoke. Standing in it counts as three quarters cover and total concealment for anyone not wearing Twilight Goggles.
  • Sticky Bomb - This grenade coats a 10' radius area with an adhesive that counts as difficult terrain. Anyone who crosses through the area, or who begins or ends their turn standing on it, must make a Strength save. If they fail, their walking speed is reduced to 0 until the end of their turn.

Master Agent

At 13th level, the Agent may double their proficiency bonus with any tool set they are proficient with, including Thieve's tools.

They also become more efficient fighters. Their unarmed strikes do 1d4 damage. They may use their Sneak Attack with ranged weapons, those that have the finesse property, and their unarmed strikes.

Agent Mystic

At 17th level, the Agent learns the formula to three uncommon magical items. They also construct an example of each, which behaves normally in all ways.

Master Grenadier

At 17th level, your skill with grenades improves:

  • The radius for all grenades is doubled.
  • The Agent may keep up to 10 active at any given time and replace up to 10 on a short rest.
  • They may also keep them up to a mile away from them without them going inert.