Rogue Subclass: Agent (v.2)

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 and technical. 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 lose them or give the Devices to other people. The agent will then need to replace them with 8 hours of work and 200gp resources for each Device (or if they wish to build a duplicate). Also, the training necessary to use the devices is not transferred with the artifact; some benefits only work for Agents.

Some Devices require a recharge. Recharging take 1 hour and up to 3 Devices can be rechargeded on either a single short or long rest. The Agent must have a tinker's kit 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 Devices from the list below. The Agent gains an additional Device at 9th, 13th and 17th

  • AutoGrapnel (R) - This is a rod three feet in length containing a strong, thin rope 60' in length and will hold up to 500lbs in weight. The top third of the rod detaches and becomes a grapnel. It may be fired using a small charge to it's full length as a bonus action.
  • 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 hand crossbow 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. The Agent may ignore the Loading property while using this weapon 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 with it. This increases to 2 additional attacks at 13th.
  • Folding Buckler - A small, concealed, circular shield. tht folds up like a fan. It gives a +1 bonus to AC and may be donned or removed as a bonus action. May be carried or built into a bracer.
  • Hidden Armor - Using small plates of metal, patches of chain, and stiffened leather, the Agent may construct a suit of Light 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 3 exceptions: 1) It loses the Thrown property. 2) When used by an Agent, this weapon scores a critical hit on a 19 or 20 on to hit attack die. 3) An agent may use this weapon to make a Sneak Attack as if they had advantage. If they do, they cannot do so again until they next roll initiative.
  • Glider - Worn on the back, may be under a backpack, 10lbs. As an action the Agent may release a set of wings. 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. It takes 15 minutes to reset and repack the wings. While the wings are deployed on the ground, the Agent has disadvantage on saves and skill rolls that use dexterity.
  • Glowrod (R) - This metal rod is coated in gold dust, weighing 4lbs. 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 additional 1d4 radiant damage.
  • Multirod - This four foot rod is made of wood covered in metal studs. Thin 18 inch blades may be extended from either end. It is a precise weapon in the hands of an Agent. When used by the Agent who designed it, it has the following stats:

1d6, Special, 6lbs, Finesse, Versatile (1d8)

It may also be split into two weapons:

1d4, Special, 3lbs, Light, Finesse.

The Agent may declare what type of damage (bludgeoning, piercing, or slashing) when they make their attack with before the to hit roll is made in either configuration.

  • Poison Channel - The Agent may construct piercing melee weapons with which they are proficent, as well as darts, arrows, or bolts, with a narrow channel for poison. The weapons/ammunition 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. When the Agent chooses this Device, they get one of the following: 2 melee weapons, 20 pieces of ammuntion, 20 darts. Each weapon can store 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 (chosen when recharged). 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 to use.
  • Sap Gloves - These weighted gloves look like normal clothing, but are weapons with the following statistics: 1d4, Bludgeoning, 2lbs, Light, Finesse
  • 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' and is a ranged weapon when used this way.
  • Twilight Goggles (R) - These dark goggles cover the whole eye. They have small resivoir of alchemical fluid which can flood the goggles. When worn, 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. The fluid may be released, giving the user Darkvision 60' for 1 hour; you may use this in 10 minute increments. This last property 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, climbing costs 1 extra foot per 2 foot of movement, 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 long 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 the usual + half the Agent's level (round down) thunder damage to anyone within 5' 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 thick smoke. Standing in it counts as three quarters cover and lightly obscured 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 by 10' until the end of their turn. The adhesive becomes inert in 1d4+1 rounds.

Master Agent

At 13th level, the Agent may double their proficiency bonus with any tool set the gain from being a Rogue.

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 2 during a short rest or 10 on a long rest.
  • They may also keep them up to a mile away from them without them going inert.
Giving things away

Agent Devices require maintenence to function. If an Agent gives a non-Agent a device and they then either have a critical hit is scored against them while using it (Hidden Armor, Folding Buckler) or if they score a 1 on a related to hit roll or ability check, then the device is ruined and must be replaced.