Secret Agent (5e Class)
Secret Agent[edit]
The charming Half-elf schmoozes through the party, buttering up the local lords with words of praise as she gathers information for her mission.
The Pretty Human seduces a local merchant, only to eliminate him and his guards in one fell swoop.
The Half-orc thinkers away at her gadgets, making items to aid her escape from the horde of guards rushing to the aid of the slain lord.
Mission Focused[edit]
The Secret agent is no Rogue. Where the rogue seeks to sneakily attack and kill their prey, a secret agent focuses on acquiring their goal. They use their wit, their words, they charm to gain what they want. The Spoken word is a much stronger tool than the sharp blade. Once the Secret Agent achieves their goal nothing stops them from escaping.
Creating a Secret Agent[edit]
- Quick Build
You can make a Secret Agent quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Criminal (Spy)[1]background.
Class Features
As a Secret Agent you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Secret Agent level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Secret Agent level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows
Tools: Thieves tools, disguise kit
Saving Throws: Dexterity, Charisma
Skills: Choose any three
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger or (b) any simple weapon
- (a) a hand crossbow and bolt case with 20 bolts or (b) two simple weapons
- (a) a burglar's pack or (b) a diplomat's pack
- leather armor and a dagger
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Exploits |
---|---|---|---|
1st | +2 | Agent Career, Exploits | 1 |
2nd | +2 | Expertise, Contacts | 1 |
3rd | +2 | Secrets and Lies | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Career Feature, Contacts Improvement | 2 |
6th | +3 | Interrogation Tactics, Social Chameleon | 2 |
7th | +3 | Impostor | 3 |
8th | +3 | Ability Score Improvement | 3 |
9th | +4 | Insightful Manipulator | 3 |
10th | +4 | Career Feature | 3 |
11th | +4 | Adaptable | 3 |
12th | +4 | Ability Score Improvement | 3 |
13th | +5 | Escape Master | 4 |
14th | +5 | Skilled | 4 |
15th | +5 | Career Feature | 4 |
16th | +5 | Ability Score Improvement | 4 |
17th | +6 | Unreadable | 5 |
18th | +6 | Career Feature | 5 |
19th | +6 | Ability Score Improvement | 5 |
20th | +6 | Super Agent | 5 |
Agent Career[edit]
Starting at 1st level, you can choose to follow a specific career as a secret agent. You can choose between the Infiltrator, the Mercenary or the Spy. Your choice grants you features at 1st level, and again at 5th, 10th, 15th and 18th levels.
Exploits[edit]
Starting at 1st level, you learn exploits, tricks from the profession as a secret agent. You gain one of these exploits at 1st level, and gain more as you gain levels in this class, as shown on the Exploits column on the Secret Agent table.
In addition, whenever you gain a new exploit, you can replace one of your known exploits for a new one.
Expertise[edit]
Starting at 2nd level, choose two tools or skill proficiencies of your choice you are proficient with. Your proficiency bonus is doubled when making checks with the chosen proficiencies.
Contacts[edit]
Also at 2nd level, you have access to influential contacts that can provide you with special aid and resources. When you finish a long rest, you can meet with a patron or acquaintance. You must set up the meeting by trying to contact the source of your aid over the course of 1 hour. The help arrives 8 hours later, on a pre-arranged location, and you must spend 1 additional hour arranging the details.
You can use this feature a number of times equal to your proficiency bonus, regaining your uses of it after finishing a long rest. You can use your contacts in the following manners:
- Access
You can gain access to certain circles of influence. When you gain access, choose one category of people, such as members of the nobility, criminals of a certain type or a merchant guild for example. You have advantage on all Intelligence (Investigation) and (History) checks related to information about the chosen circle, and Wisdom and Charisma checks made when interacting with members of the chosen circle of influence. This last until you use this feature again to get access.
- Resources
You can ask for a favor in the form of supplies, accommodations or any type of financial support, with a value equal to your proficiency bonus x 25 gp. You can spend multiple uses of this feature to gain access to more resources.
- Training
You can get training on a specific skill set. Choose a language, tool or skill proficiency. You gain access to that proficiency, and add twice your proficiency bonus in checks with it. This last until you use this feature again to get training.
- Reinforcements (5th level)
You gain the support of other agents for your cause. The agent have the statistics of an spy, and help you for 8 hours, or until is reduced to less than half its maximum amount of hit points.
Secrets and Lies[edit]
Starting at 3rd level, you can try to introduce lies, paranoia and confuse thoughts in the minds of a creature you talk. If you speak to a creature with an intelligence score of 6 or higher alone for at least 1 minute, you can attempt to seed fear into its mind. At the end of the conversation, the target must succeed on a Wisdom (Insight) check contested by your Charisma (Intimidation), (Persuasion) or Deception check. Once you use this feature, you can’t use it again until you finish a short rest or long rest.
If you win, one of the following effects take place, depending on the chosen proficiency used:
- Charisma (Intimidation)
The target is frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
- Charisma (Deception)
The target believes completely in one secret, a story fabricated by you. This lie can't be detected by spells or effects that detect lies, since the target believe it to be truth, and successful Wisdom (Insight) checks will reveal sincerity in the part of the creature lied to. You can also convince a creature to spread this secret to a number of creatures equal to your Charisma modifier.
- Charisma (Persuasion)
The target is charmed by you. While charmed in this way, the target will speak in your favor to any person it knows and will do anything in its power to help you that do not put him in harms way. It will try to hinder the actions of anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
Interrogation Tactics[edit]
At 6th level, you gain the ability to interrogate a creature. You can spend 10 minutes talking to a creature to break it and cause it to open up to your questions. If the creature is restrained for the duration, you don't need to make a check.
During this part of interrogation, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. You also gather the surface thoughts of that creature, as if you had cast detect thoughts on that creature.
After this 10 minutes, you can spend 1 hour to use advanced tactics of interrogation, such as manipulation or torture. If you choose manipulation, you must succeed on a Charisma (Deception), (Persuasion) or (Intimidation) contested by the target's Wisdom (Insight).
If you choose torture, the target must succeed on a Constitution saving throw against a DC equal to half the damage caused by you. The damage caused during a torture is cumulative, so, if you have caused 30 points of damage over 10 rounds, the DC is still 15. The DC only resets if the creature recover hit points during a short or a long rest. Intimidation during torture is more effective. You gain a bonus of +1 on Charisma (Intimidation) checks for each 10 points of damage caused on the victim.
If the target has three consecutive successes, this feature don't works on that creature for the next 24 hours. On a success, trough either manipulation or torture, you break the target. The target can't speak a deliberate lie for 1 hour, and will immediately answer all questions asked directly if it knows the answer truthfully for the next 10 minutes.
Social Chameleon[edit]
Starting at 6th level, you can assume fake identities and personas with ease. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can spend one use of your Contacts feature to do it when you finish a long rest, without spending gold.
You can't establish an identity that belongs to someone else, unless that humanoid is killed. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Impostor[edit]
At 7th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection
Insightful Manipulator[edit]
Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Intelligence score
- Wisdom score
- Charisma score
- Class levels (if any)
- At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
Adaptable[edit]
At 11th level, you learn how to quickly adapt to any situation or problem. Whenever you finish a long rest, choose a number of skill proficiencies, tool proficiencies, languages, weapon proficiencies or armor proficiencies equal to your proficiency bonus.
You become proficient with the chosen ones until you complete your next rest. In addition, you can't roll bellow a 10 on the d20 on ability checks made with the chosen skills and tools, or in attack rolls with the chosen weapon.
Escape Master[edit]
Infiltration missions often require a fast escape. Starting at 13th level, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to avoid being grappled or restrained, and on checks with the Thieve's Tools to open locks.
In addition, you can use your bonus action to gain the benefits of both the Dash and Disengage actions.
Skilled[edit]
At 14th level, you add half your proficiency bonus to any ability checks that doesn't already add your proficiency bonus.
In addition, whenever you make an ability check that adds your proficiency bonus, you can add twice your proficiency bonus instead.
Unreadable[edit]
Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Super Agent[edit]
At 20th level, whenever you fail an ability check, attack roll or saving throw, you can choose to succeed instead. You can use this ability three times, and regain your uses after finishing a long rest.
Exploits[edit]
The exploits are presented in alphabetical order. If a exploit requires a level, it reefers to Secret Agent levels.
- Analytical
You gain advantage on Intelligence (Investigation) checks to find hidden objects.
In addition, you can use your action to analyze an individual. Make an Intelligence (Investigation) check with a DC equal to the target's AC. On a success, your next attack against that creature is made at advantage, and is a critical hit on a success.
If you score a critical, you roll the damage dice of the weapon three times, instead of two.
- Black Market Contacts
You have friends on the underworld. You have advantage on Charisma and Intelligence checks to gather information about criminal activities. You also can buy poisons and illegal goods for half the price.
Moreover, when you use your Contacts feature to call for reinforcements, you can use it at 2nd-level to call for bandits, at 3rd-level to recruit thugs and at 7th level to recruit a bandit captain.
- Counter Intelligence
prerequisite: 7th level
Whenever a creature forces you to make a saving throw against an divination spell or effect that would cause it to read your mind, if you succeed you can use your reaction to use that effect back on the creature who used on you, with the same save DC.
- Close Quarters Combat
When a creature makes an attack while within 5 feet of you, you can use your reaction to make a Dexterity (Sleight of Hand) check contested by the targets Dexterity (Acrobatics). On a success, you take the weapon used by that creature in the attack and can immediately make a grapple attempt as part of the same reaction.
- Dormant Agent
You have been waiting to be activated while living inside a foreign country or culture. You have advantage on Intelligence (History) checks made to recall information about that race or culture.
In addition, you learn one additional language, and have advantage on Charisma (Persuasion) and (Deception) checks and Wisdom (Insight) checks to interact with creatures that speak that language as a starting language.
- Elusive
You can quickly distract creatures to evade or escape. Make a Charisma (Deception) check against the target's Wisdom (Insight) using a bonus action. On a success, you can take either the Disengage or Hide action as part of the same action.
- Experienced Hands
prerequisite: 7th level
Choose two object types of your choice. These could be weapons, tools, gear (such as potions, vials of poison or hunting traps). The objects must be small enough to be held in one hand. You can make checks with the chosen objects as a bonus action.
You can choose this exploit multiple times, each time you choose two new objects.
- Fugitive
You can take the Dash action as a bonus action. If you can already take the Dash action as a bonus action, you can now take it as a reaction.
In addition, your movement speed increases in 10 feet.
- Night Shift
You gain darkvision up to a range of 60 feet, and you can see in dim light as if it were bright light when outdoors.
- Pilot
You have advantage on checks made on Vehicles (Land) when chasing or being chased, and on Wisdom (Animal Handling) checks when riding a mount.
In addition, you can take an action to move a vehicle or cause a mount to Dash using your bonus action.
- Secret Identities
prerequisite: 7th level
When you use your Social Chameleon feature, you can create a number of personas equal to your proficiency bonus over the course of a long rest, instead of spending 7 days. You can spend 1 hour to assume that persona.
- Shadow
You can take the Hide action as a bonus action. In addition, you gain proficiency in Stealth if you don't have already..
- Specialist
prerequisite: 7th level
When you choose this exploit, choose one skill, tool or saving throw proficiency. If you choose a skill or tool proficiency, you can use a bonus action to give yourself advantage on a check made with it.
If you choose a saving throw, you can use a reaction to reroll that save.
- Strong Mind
prerequisite: 7th level
Whenever you are charmed or frightened, you can end the effect using your bonus action.
- Tackle
You are used to pursue your targets. Whenever you take the Dash action, if you end your movement within 5 feet of a hostile creature, you can try to Shove or Grapple that creature as part of the same action. Doing so reduces your movement to 0 until the end of this turn.
- Undetectable
You can clean a place from all traces of your presence. You can't be tracked by non-magical means, and all Investigation checks made to identify traces of your presence in a place or clues that lead to you are made at Disadvantage.
Specialization[edit]
Infiltrator[edit]
Infiltrators are specialists in entering and leaving an area unseen. These agents are usually employed to missions that involve stealing objects and secrets and assassination missions.
- Infiltration Tactics
Starting at 1st level, you can take the Hide and Disengage actions as a bonus action.
- Disabling Blow
Also at 1st level, you can kill or knock out guards and security personal from the facilities you need to infiltrate. You can use your bonus action to make a Wisdom (Medicine) check against the target's AC. If you succeed, you can choose one of the following options if you hit your next weapon attack:
- Assassinate. On a hit, you deal additional 1d8 damage. The damage increases in 2d8 at 5th level, 4d8 at 11th level and 6d8 at 17th level.
- Knock Out. On a hit with a knock out attack, you don't cause damage. Instead, roll 4d4. If the result on the roll is higher than the target's current hit points, the target fall unconscious for 1 minute or until it takes damage. You roll 7d4 at 5th level, 11d4 at 11th level and 14d4 at 17th level.
- Slippery
Starting at 5th level, you become more agile and cunning. You can use your bonus action to take the Use an Object action or to make a check with the thieve's tools to open a lock or with the Dexterity (Sleight of Hand) to steal or plant an object on a place within reach.
In addition, you can take one additional bonus action in each of your turns.
- Hide in Plain Sight
Starting at 10th level, you can take the Hide action while in plain sight, if you are within 5 feet of an area of dim light or darkness.
In addition, while within 5 feet of an area covered in dim light or darkness, you have advantage on Dexterity (Stealth) checks.
- Steel Mind
Starting at 15th level, you gain proficiency in Wisdom saving throws and is immune to the charmed or frightened conditions.
In addition, any attempts to pry into your mind using magic, or any checks made to try to convince you to lend information or break your will are made at disadvantage.
- Shadow Contacts
Starting at 18th level, whenever you use your contacts feature, you no longer need to spend time meeting with a patron or acquaintance. Your allies will send the needed help whenever you use this feature, and the chosen benefit will reach you as long as you are on the same plane as your benefactors.
Special Forces[edit]
Special forces are secret agents recruited to missions of quick and silent assaults. These missions are usually necessary were a small task force is needed to take down an enemy military base, to quickly throw a coup on a country or to kill a heavily guarded individual. These usually are mercenaries or the elite squadrons on an army, although some of these work internally, in the defense of their homelands.
- Combat Training
Starting at 1st level, you gain proficiency with martial weapons, medium and heavy armor.
- Assault Tactics
Starting at 1st level, you can take the Dash action as a bonus action. In addition, whenever you take the Dash action, you can make one attack, after or before taking the action.
- Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action.
- Weapon Mastery
Starting at 10th level, you can use your weapons to their fullest. You gain a specific benefit, depending on the properties a weapon you have has. If your weapon has multiple properties, you gain multiple benefits for that weapon. You have a number of masteries equal to your proficiency bonus.
- Ammunition. You add your proficiency bonus to attack rolls when making melee attacks with ammunition weapons.
- Finesse. You add both Strength and Dexterity to attacks and damage rolls with finesse weapons.
- Heavy. When you hit a creature with a heavy weapon, you can Shove that creature as part of the attack.
- Light. You can make one additional attack as part of the Attack action when using a light weapon.
- Loading. You can reload this weapon using a bonus action. If you do so, you can fire again as a reaction on the same turn.
- Range. You have advantage on ranged attacks against creatures within half the short range of your weapon. You ignore the disadvantage for attacks made at long range.
- Reach. You push the creature 5 feet back when you hit a creature with a reach weapon. When wielding a weapon that has reach, the area within 5 feet of you is difficult terrain for hostile creatures.
- Special. If the special weapon has an effect that requires a check or save to avoid its effects, you calculate it as 8 + your proficiency bonus + your Dexterity modifier.
- Two-Handed. You add twice your Strength modifier on damage rolls with such weapons.
- Versatile. When you take the attack action and attack with this weapon using two hands as an action, you can make one attack wielding this weapon in one hand as a bonus action.
- Lethal Force
Starting at 15th level, whenever you score a critical hit with an weapon attack, the target must succeed on a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Strength or Dexterity modifier (the one sued in the attack) or lose a number of hit points equal to half its maximum.
- Squadron Leader
At 18th level, whenever you use your contacts feature to gain access to Reinforcements, you can gain the help of 1d4 veterans. Look at the statistics for veteran. The veterans act on their own initiative and are friendly to you.
They obey your commands and act as charmed by you, unless you take some hostile action towards them. You can't use this feature to attract more veteran until you dismiss your current ones. You can attract more veterans if one of them dies.
If all of them die, you can't use this feature to attract another for the next 7 days.
Spy[edit]
Spies are the archetypal secret agents. Using disguises and false identities, using manipulation, lies and seduction to approach their targets and uncover secrets, plant misinformation and using soft tactics to defeat their enemies.
- Convincing Liar
Starting at 1st level, you can add twice your proficiency bonus in Charisma (Deception) and (Performance) checks.
In addition, whenever you make a Charisma (Deception) check and roll a 9 or lower, you can choose a 10 instead.
- Sharp Tongue
At 1st level, when you take the Attack action on your turn, you can use your bonus action and attempt to deceive one creature you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.
When you reach the 5th level in this class, this ability lasts for 1 minute on a success, and you cause additional 2d6 damage on a hit. This increases to 4d6 at 11th level.
- Improved Contacts
Starting at 5th level, when you use your Contacts feature, you gain additional benefits, as shown below:
- Resources. You can spend 2 uses of this feature to gain access to a uncommon magic item of your choice. You can't regain these two uses of this feature until you return the object to its owner. If you lose the object, you can't regain these two uses until 7 days have passed.
- Training. You can spend 2 uses of this ability to increase one ability score of choice in 2, up to a maximum of 22. This lasts until you use this feature again. Alternatively, if you use the optional rules allowing feats, you can choose a feat, instead of the increase in the ability score.
- In addition, you can choose to use this ability to learn a new exploit temporarily.
- Reinforcements. You can spend 2 uses of this feature to hire an assassin. The assassin will attack one creature of your choice that can be reached in 1 hour, and will fight for 1 minute or until it is reduced to half its maximum of hit points.
- Persuasive
Starting at 10th level, if you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
- Non Violent Solution
Starting at 15th level, you can get away of situation using charm and cunning, instead of brawl. You can cast sanctuary on yourself, at will, without spending spell slots.
- Aggressive Manipulation
At 18th level, you become a terrifying manipulator. As an action, you can activate aggressive manipulation on yourself, lasting for 1 hour. Whenever you make a Charisma check, you can replace the number you roll for a 15. in addition, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Secret Agent class, you must meet these prerequisites:
- Ability Score Minimum: Charisma 13
Proficiencies. When you multiclass into the Secret Agent class, you gain the following proficiencies:
- Armor: Light
- Weapons: simple weapons, Hand crossbows
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