Occult Agent

The gods may dwell in empyrean palaces, but the alleyways of the cosmos lead to realms outside their rule, teeming with exotic sights, maddening sounds, and power for the taking.

Anarchy and assassination amuse a demon lord, as it unleashes a vengeful and mystic murderer onto the streets.

A forgotten god discovers strange kinship with a skulking outcast who dwells in the shadows of society.

The burglar didn't know the statuette was fey-gilt, but its original model was... flattered, by her larcenous attention.

Whatever their origin, occult agents flit through foreign dimensions. To such rogues, reality itself is just another angle to exploit... but all power has its price.

Occult Agent Quirks

d6 Quirk
1 Your patron visits you with maddening dreams.
2 A physical brand marks you as your patron's agent.
3 At times, doors or windows seem to lead... elsewhere.
4 You own a trinket of your patron. It always comes back.
5 Cults and devotees of your patron know you on sight.
6 Your powers are a debt, one you must pay back.

Otherworldly Omens

When you reach 3rd level, you gain the attention of an Otherworldly Patron, chosen from the list of those available to warlocks. You also learn the thaumaturgy cantrip, which is modified as follows:

  • The cantrip does not require a verbal component.
  • The cantrip's range is 60 feet.
  • The cantrip can produce a trinket, illusory image, symbol, or instantaneous, harmless sensory effect suited to your Otherworldly Patron, as described in prestidigitation.

You can gain advantage on Charisma (Intimidation), Dexterity (Stealth), or Dexterity (Sleight of Hand) checks by using this cantrip to create an eerie distraction nearby, such as a window slamming open or an unseen child's laughter.

Secret Step

Also at 3rd level, your Cunning Action grants access the hidden paths of your patron. On your turn, you can use a bonus action to teleport to any spot you can see. Each foot you travel costs 1 foot of your movement.


Pilfered Power

At 9th level, you snatch a handful of magical power from your patron. Charisma is your spellcasting ability for these spells.

Spell Slots

You have two spell slots, both of which are 2nd-level. You can expend spell slots to cast spells you know. You regain these expended spell slots after a short or long rest.

You gain an additional spell slot at 13th and 17th level.

Spells Known

You know all of the 1st and 2nd-level spells offered to warlocks by your Otherworldly Patron. You learn an additional 1st, 2nd, or 3rd-level spell of your choice from the warlock spell list at 13th and 17th level.

Warlock Multiclassing Rules

If you have warlock levels, you do not gain the normal benefits of this feature. Instead, starting at 9th level you add one third of your rogue levels to your warlock level for the purposes of the Pact Magic feature.

Devil's Dice

Also at 13th level, you learn both of the 3rd-level spells offered to warlocks by your Otherworldly Patron.

You can use a bonus action on your turn to bargain for greater power, expending two 2nd-level spell slots and receiving one 3rd-level slot in exchange. You cannot do so again until you complete a short or long rest, at which point you lose this spell slot.

Shifting Moments

Starting at 13th level, you may use your action to exploit the flow of time between realms, gaining advantage on attack rolls or Dexterity (Sleight of Hand) checks this turn.

You also gain three additional actions, which you may use to Attack (one weapon attack only), Dash, Disengage, Hide, Use an Object, or make a Dexterity (Sleight of Hand) check. You cannot take the same action more than once.

Once you have used this feature three times, you must finish a long rest before you can do so again.

Debts Called In

At 17th level, whenever you would fail a death saving throw outside your patron's realm you can instead receive the full benefits of a short rest. You vanish, reappearing somewhere in your patron's realm as though banished with plane shift.

Image Credit: Bassamire