Rogue Subclass: Agent

by Acenm5

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Rogue - Agent

Agents are expert pretenders. They rarely impersonate or mimic others, instead choosing to live multiple parallel lives that they see as equally real. By taking on these personas, they learn to live and blend with all types of people who might normally be outside of their social circles. These rogues are useful in all kinds of situations, provided they're in the right mindset at the right time.

In the largely Halfling city of Brighthood, for example, archetypal Agents use their skills to bolster communities from the inside and convince philanthropists to put funds towards those who need it most.

Bonus Proficiencies

3rd-level Agent feature

You gain proficiency with the disguise kit and the forgery kit.

Personas

3rd-level Agent feature

After committing to this archetype, you create three alternate personas for yourself: the clown, the diplomat, and the ruffian. You make these personas complete by fabricating their backstories, changing your accent, forging official documentation, and altering your habitual behavior. Any observers automatically assume your persona is your true self unless they have seen you utilizing a different one.

You can assume a persona over the course of 1 minute as long as you have its necessary objects with you. You remain in your persona until you take 1 minute to return to your most authentic self. While you are using a persona, you gain additional benefits depending on its type, as shown below:

The Clown. You have proficiency in the Performance skill. As a bonus action immediately before ending your turn, you can attempt to distract a hostile creature within 30 feet of you. Make a Charisma (Performance) check contested by the creature's Wisdom (Insight). If you succeed, the creature can't

take reactions until the start of its next turn, and the next attack roll made against it before the beginning of your next turn is made with advantage.

The Diplomat. You have proficiency in the Persuasion skill. If you and another friendly creature are within 5 feet of the same hostile creature, that creature has disadvantage on attack rolls it makes against you. The friendly creature must not also have this feature in order for you to gain this benefit.

The Ruffian. You have proficiency in the Intimidation skill. If a creature ends its turn within 5 feet of you, you can use your reaction to make one melee weapon attack against it. This attack can't benefit from your Sneak Attack.

Sureness of Self

9th-level Agent feature

Every persona is a part of you, no less real than your true self. This confidence is proof of your high mental fortitude.

You gain proficiency in Charisma saving throws, and you regain 2d6 hit points whenever you are forced to make a Charisma or Intelligence saving throw and succeed.

Another Life

13th-level Agent feature

By this point, you've already realized that you're living more than a double life. Your personas blend together to some degree, allowing you to benefit from parallel lives that you haven't truly lived as your most authentic self.

When you gain this feature, you must choose one feature that is gained by a different class at its 1st, 2nd, or 3rd level. It may be from a subclass, but it can't reference a feature that you don't have. The chosen feature replaces this one, but you only benefit from it as long as you aren't using a persona.

If the chosen feature gains further benefits at higher levels, you don't gain those benefits unless you have the necessary amount of levels in that feature's requisite class.

Your DM has the final say in whether a specific feature can be chosen to replace this feature.

Signature Sneak Attack

17th-level Agent feature

You pour yourself into everything you do, including taking the lives of others. Your Sneak Attack now has additional effects depending on the persona you're using when it is triggered:

The Clown. You deal additional Sneak Attack damage to the attack's target: a number of d6s equal to your Charisma modifier (minimum of 1d6).

The Diplomat. Right after your Sneak Attack hits a creature, one friendly creature you choose within 5 feet of the attack's target can make one melee attack against the same target with advantage. The friendly creature doesn't need to use their reaction to make this attack, but the attack can't benefit from Sneak Attack (if the creature has such a feature).

The Ruffian. When your Sneak Attack hits a creature, you can use your bonus action to make an additional attack against a different creature within 5 feet of you. This attack can also benefit from your Sneak Attack on the same turn.

Credits

Original Homebrew Content by Acenm5. Take the Survey.


Context: D&D 5th Edition by Wizards of the Coast, LLC.


Page 61 Art: Double Life by Franshawn Langley.


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ROGUE | Agent
 

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