Agent (5e Class)

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Agent

A halfling pulls her pistol from her holster, her eyes scanning her enemy as she takes her shots. A dragonborn aims his arrow with incredible accuracy, striking his enemy in the leg.

Accurate Heroes

These heroes are painfully accurate. Agents were genetically modified by the Agency, some secret organization that no one knows about. Most of them wear a bio-armor that adapts as their abilities get better. They are very versatile soldiers who normally like to follow orders from superiors. They are known to be thrown into ridiculous situations, like an island that has been completely taken over by a corrupt government, and then they are given a nearly impossible task, pretty much all by themselves.

Creating an Agent

Think about your Agent's origin. How did they become an Agent? Why did they become one? If you're in a medieval world, how'd they get there? What drives them to fight? Are they lethal warriors or more merciful? Did at one point they go rogue or were they always good soldiers? And why did you sign up for such a dangerous job?

Quick Build

You can make an Agent quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Soldier background.

Class Features

As a Agent you gain the following class features.

Hit Points

Hit Dice: 1d10 per Agent level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Agent level after 1st

Proficiencies

Armor: All
Weapons: All
Tools: Tattoo kit
Saving Throws: Dexterity, Strength
Skills: Choose 2 from the following: Acrobatics, Athletics, Perception, Stealth, Slight of Hand

Equipment

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

  • (a) Pistol or (b) Laser Pistol
  • (a) 60 pistol ammo or (b) 1 energy cell
  • (a) Leather armor or (b) Tattoo kit
  • Dagger
  • If you are using starting wealth, you have 3d4 X10 in funds.

Table: The Agent

LevelProficiency
Bonus
FeaturesMartial Arts
1st+2Martial Arts, Combat Roll1d4
2nd+2Flying fist1d4
3rd+2Magnetic Gloves1d4
4th+2Ability Score Improvement1d4
5th+3Boomfist1d4
6th+3Biotic Eyes1d6
7th+3Agency Car, Vortex Cannon1d6
8th+3Ability Score Improvement1d6
9th+4Energy Gloves1d6
10th+4Booster Pack1d6
11th+4Ground Pound1d8
12th+4Ability Score Improvement1d8
13th+5Spider Form1d8
14th+5Self-Destruct, Gravitation Gloves1d8
15th+5Shadow Step, Triple Jump1d8
16th+5Ability Score Improvement1d10
17th+6Minotaur Form1d10
18th+6Resilience1d10
19th+6Ability Score Improvement1d10
20th+6Apocalypse1d10

Martial Arts

At first level, you gain your martial arts. Your Agency training you got long ago has taught you how to fight without weapons in your hands with the power of a master of judo. You are able to make an unarmed strike with damage dice equal to your level as shown in the table above.

Combat Roll

Beginning at 1st level, your Agency training you got long ago taught you how to defend yourself without armor. While you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Flying Fist

At 2nd level, you install rockets into your glove. If you move at least 20 feet straight toward a target, you have advantage hit with your fist.

Vortex cannon

At 2nd level, the Agency have given you a vortex cannon. As an action, you can target a creature within 5 ft of you. They make a Strength check vs DC of 10 + your proficiency bonus. On a fail, they are pushed back your proficiency bonus times 10 feet.

Magnetic Gloves

At 3rd level, you can use energy from your hands to grab any small metal object (trinket, normal-sized weapon). As your action, you bring them to you from 10 feet away as long they are not stuck or equipped.

Ability Score Increase

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

Boomfist

At 5th level, your gloves can create a small explosion. Whenever you hit an enemy with your fist, you choose to create an explosion. If you do, everything within 5ft, except you and target, take 1/2 damage of the same damage that was dealt to the original target.

Biotic Eyes

At 6th level, your eyes adapt to the high-tension life of adventuring and you can see opportunities you couldn't see before. You can now aim for specific body parts with your gun. You can target the head (Automatic critical on hit), an arm (If enemy is wielding a shield, +2 to hit), or a leg (to knock them prone).

Agency Car

At 7th level, you gain an Agency car, a vehicle with space for a driver and 1 (one) passenger. To call this vehicle, you must have an open space that is 10 feet by 15 feet, or the vehicle cannot materialize. Your vehicle has enough gas for 1 hour drive. Whenever you call your vehicle, you must choose its form. At 7th level, you only have access to Lightning Form. Lightning Form has a max speed of 100 mph. You can only use this trait once, then you must complete a long rest to use it again. Beginning at 13th level, you can use your Agency twice between rests, and beginning at 17th level, you can use it three times between rests.

Energy Gloves

At 9th level, your Magnetic Gloves has been replaces with a much better energy gloves. You now can pull any object that is small or medium object from 20 feet away.

As part of the same action that you pull the object, you can thrown object up to 15 feet away, by using your Strength. On a hit, it deal 1d4 + Strength modifier bludgeoning damage, or piercing if the object is sharp, to anything it is thrown at. The medium objects deal 1d6 + Strength modifier bludgeoning damage when thrown.

Booster Pack

At 10th level, you gain the Booster Pack. After spending your entire movement to make a running jump, you can jump again in the air, effectively doubling your jump height and distance.

Ground Pound

At 11th level, whenever you would take damage from falling, you can activate Ground Pound. When you do activate Ground Pound, you take half of the fall damage. Additionally, everything within 10 ft of you make a dexterity saving throw vs DC of 10 + proficiency. On a fail, it does 3d8 bludgeoning damage. On a success, it takes half damage. This dice damage increases with your martial arts dice. Once you use this trait, you must complete a short rest before you can use it again.

Spider Form

You have a choice now! At 13th level, you unlock Spider Form for your Agency Car. The Spider Form is able to drive at any angle on any terrain, up a cliff, upside down, even on ice with no problems. Its max speed is 50 ft.

Self-Destruct

At 14th level, you can see your Agency Car on self destruct. As your bonus action, one Agency car within 120 ft will begin to self destruct and stop moving. It will begin to make loud over charge sound and glow slightly. It is very obvious to any intelligence creature that the car will explode. At the end of your next turn, your car explodes. Every creature within 20 ft makes a Dexterity saving throw vs DC of 10 + your proficiency bonus. On a fail, it takes 12d6 fire damage. On a success, it takes half.

Gravity Gloves

At 14th level, our Magnetic gloves and Energy Gloves has been replaces with a much better gravity gloves. You can grab up to large objects and reach increased to 30 feet away.

You cannot throw large objects with the Gravity Gloves.

Shadow Step

Your Agency training allows you to simply vanish into shadows, giving you an advantage on Stealth checks at 15th level.

Triple Jump

At 15th level, your Booster Pack gets an upgrade. After spending your entire movement to make a running jump, you can jump two times in the air, effectively tripling your jump height and distance.

Minotaur Form

At 17th level, your Agency Car can have Minotaur form. Minotaur form is a tank with a gun on top. As an action from the driver, which is you, you can fire gun up to 120 ft. When it lands, everything with 10 ft radius makes a dexterity saving throw vs DC of 10 + your proficiency bonus. On a fail, it take 3d10 fire damage. It takes half damage on success. Minotaur form only have 5 rounds of explosive ammo. It has a max speed of 50 ft.

Resilience

At 18th level, you have survived all sorts of threats. You have resistance to fire, cold, and electric damage.

Apocalypse

At 20th level, you become a force of destruction. Some would say that you will cause the apocalypse. You gain the the following features.

  • Whenever you make an attack with a gun, you can make another attack with that same gun as your bonus action.
  • Boomfist now deals full damage to all creatures in range.
  • Agency Car can be used 3 times per short or long rest.
  • Gravity Gloves can throw large objects and have an increase throw range of 30 ft. Large objects deal d10 + Strength modifier bludgeoning.
  • Booster Pack now gives you 30 ft fly speed for a total of 1 minute. This recharges after short rest.

Multiclassing

Prerequisites. To qualify for multiclassing into the Agent class, you must meet these prerequisites: Dexterity of 17 or higher.

Proficiencies. When you multiclass into the Agent class, you gain the following proficiencies: Martial Weapons, Light Armor, Medium Armor, shield, Heavy Armor


Back to Main Page 5e Homebrew Classes

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