Agent (5e Class) (Valorant)
Agent[edit]
This is a class to be similar to valorant.
Agents[edit]
To become an agent, you have gone through rigorous training and have many different weapons depending on what agent you are.
Creating an Agent[edit]
Depending on your play style, you will get different weapons and abilities
- Quick Build
You can make an agent quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose a mundane gun of your choice such as an assault rifle or shotgun
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: none
Weapons: Guns
Tools: none
Saving Throws: Dexterity
Skills: Acrobatics
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Mundane Gun or (b) {{{item1b}}}
- (a) Pistols or (b) {{{item2b}}}
- If you are using starting wealth, you have 10d10x5 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Tactical Knife, Sidearms |
2nd | +2 | Agent Type |
3rd | +2 | Ability One |
4th | +2 | Ability Score Improvement |
5th | +3 | SMG |
6th | +3 | Shotgun |
7th | +3 | Ability Two |
8th | +3 | Ability Score Improvement |
9th | +4 | Heavies |
10th | +4 | Ability Three |
11th | +4 | Rifles |
12th | +4 | Ability Score Improvement |
13th | +5 | Ability Four |
14th | +5 | Snipers |
15th | +5 | Spike Carrier |
16th | +5 | Ability Score Improvement |
17th | +6 | Perfect Shot |
18th | +6 | Aim-bot |
19th | +6 | Ability Score Improvement |
20th | +6 | Kill-Aura |
Unarmored Defense[edit]
Starting at 1st level, while not wearing armor your AC is 10 + your Dexterity modifier + your Intelligence modifier.
Steady Shot[edit]
Also at 1st level, you can use a Bonus Action on your turn and sacrifice 15 feet of movement to turn your next attack into a steady shot. The steady shot has the following benefits:
- Your ranged attack ignores half and three quarters cover.
- You score a critical hit on a 19-20 on this attack.
- When you make a Steady Shot with Advantage, you roll three dice rather than two.
Quick Movement[edit]
At 2nd level, when not wearing armor and wielding nothing more than a light melee weapon on one hand and nothing on the other, your movement speed increases in 10 feet.
Ability Score Improvement[edit]
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.
Extra Attack[edit]
At 5th level, you can attack twice, rather than once, when you take the Attack action on your turn.
Alert[edit]
At 10th level, as a reaction when you detect a creature, you can alert all allies within 60 feet that are able to see or hear you of their presence. Until the end of your next turn, allies alerted by you can't be surprised by that creature and can perceive it even if it is hidden, disguised or invisible.
Headshot[edit]
Also at 18th level, when you score a critical hit with a ranged weapon attack, you can force your target to make a Constitution saving throw.
On a failure, the target is instantly reduced to 0 hit points. On a success, you roll a number of d10s equal to half your Agent level and add to the damage, and that creature is immune to this feature for the next 24 hours.
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- Sky Smoke
Starting at 3rd level, you can cast Fog Cloud without requiring spell slots and not needing concentration. You can use this feature a number of times equal to your proficiency bonus, regaining uses of this feature after a long rest.
- Incendiary
At 9th level, you can throw an explosive that detonates when in contact with the floor, creating a zone of fire. Choose a target within 60 feet. That target must succeed on a Dexterity saving throw, or takes 2d6 fire damage, or half as much on a success.
In addition, for the next minute, an area of 10-foot radius around the point of impact is on flames, and any creature that enter the area for the first time or start its turn within it will must succeed on a Dexterity saving throw or take 2d6 fire damage.
Once you use this feature, you can't do it again until you finish a short or a long rest.
- Stim Beacon
At 13th level, you throw a beacon that enhances your allies will to fight. Choose a point on the ground you can see within 60 feet. You throw the beacon, that lasts for 1 minute and have a radius of 10 feet. Any creature that start its turn within the beacon radius gains +10 feet of movement speed and can take an additional Bonus Action until the end of its next turn.
Once you use this feature, you can't do it again until you finish a short or a long rest.
- Orbital Strike
Starting at 17th level, when you are outdoors, you can use an Action, to call an orbital laser strike in an area you can see within 120 feet. All creatures a cylinder with 20-foot radius and 60 feet tall must succeed on a Dexterity saving throw, or take 6d6 fire damage on a failed save, or half as much on a success. In addition, any creature in the area catches fire, and will take additional 2d6 fire damage at the end of each turn (or 1d6 on a successful save), unless it uses an Action to put out the flames.
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Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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