Valorant Agent (5e Class)

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Valorant Agent[edit]

Introduction Leader[edit]

Members of Valorant are talented and specialized agents tasked with carrying out many missions loud and stealthy alike, mostly based around the acquiring and protection of radianite. Many members of Valorant are have special DNA which granted them powers after coming in contact with radianite, these people are called Radiants. Many members of Valorant are not Radiants however, instead making up for their disadvantages with advanced skills and technology.

Creating a Valorant Agent[edit]

When creating your character, you should think about why they trained to become an agent of Valorant. Did they want to help their world succeed? Did they feel as though they had to? do they have an ulterior motive? Additional details to consider would be; are they a Radiant or do they rely on their tech? Do they support others with love or feed off of them with fear?

Quick Build

You can make a Valorant Agent quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by your subclass's preferred ability score. Second, choose the Spy background. Last, choose scale mail if you're proficient, leather armor if you're not, and choose a rifle and a diplomat's pack as your starting items.

Class Features

As a Agent you gain the following class features.

Hit Points

Hit Dice: 1d8 per Agent level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Agent level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, ranged martial weapons
Tools: Thieves' tools
Saving Throws: Dexterity Intelligence
Skills: Choose four from Arcana, Deception, Intimidation, Investigation, Medicine, Perception, Sleight of hand, and Stealth

Equipment

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

  • (a) Leather armor or (b) Scale mail (if proficient)
  • (a) A rifle (Longbow) or (b) A handgun (hand crossbow)
  • (a) A burglar's pack or (b) A dungeoneer's pack or (c) A diplomat's pack
  • Thieves's tools, a handgun (hand crossbow) and a dagger
  • If you are using starting wealth, you have 5d4x10 gp in funds.

Table: The Agent

Level Proficiency
Bonus
Features
1st +2 One Tap, Agent role
2nd +2 Knife Sprint
3rd +2 Agent Role feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Expertise
7th +3 Agent Role feature
8th +3 Ability Score Improvement
9th +4 Unshaken
10th +4 Ability Score Improvement
11th +4 Agent Role feature
12th +4 Ability Score Improvement
13th +5 Expertise
14th +5 Radianite armaments
15th +5 Agent Role feature
16th +5 Ability Score Improvement
17th +6 Special Agent
18th +6 Slippery Mind/Resilient Body
19th +6 Ability Score Improvement
20th +6 Personal Touch

One Tap[edit]

Beginning at 1st level, you are extremely precise with the weapons you use; you critical hit on a 19-20 and add double your agent level to any critical hit's damage.

Agent Role[edit]

Also at 1st level, you choose a role for your agent: the four available roles are Controller, Duelist, Initiator, and Sentinel. You learn features at 1st level and again at 3rd, 7th, 11th and 15th level.

Knife Sprint[edit]

At 2nd level, as an action, you may stow as many weapons as you want and then draw as many weapons as you want. Additionally, when you are holding one light melee weapon and no other weapons or shields, your movement speed increases by 10 feet and you do not provoke attacks of opportunity.

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]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Expertise[edit]

At 6th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 13th level, you can choose another two skill proficiencies to gain this benefit.

Unshaken[edit]

Beginning at 9th level, you are particularly good at resisting certain area effects. Choose one type of saving throw, when you are subjected to an effect that allows you to make a that type of saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Radianite Armaments[edit]

Starting at 14th level, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Special Agent[edit]

Beginning at 17th level, you can reroll a skill check or attack roll that you fail. If you do so, you must use the new roll. You may use this feature 3 times, regaining all uses after a long rest.

Slippery Mind/Resilient Body[edit]

At 18th level, you may choose to become proficient in Wisdom saving throws or Constitution saving throws.

Personal Touch[edit]

All features granted by your subclass improve in a way that's unique to you, and you choose one of the personal touches from the list at the bottom of the class description to gain. Additionally, you may use your ultimate ability feature twice regaining all uses after a short or long rest.

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Agent roles[edit]

Every agent is given a role upon joining valorant which determines their jobs and specialties on the battlefield. Every role plays very differently with some specializing in combat and some in supporting others, choose your role carefully and think about why your character decided to choose the role that they did.

Controller[edit]

Controllers are experts in slicing up dangerous territory to set their team up for success.

Block the sightlines

You and your allies within the effect radius of your smoke feature always gain half cover. Additionally as a bonus action, you may grant you or an ally that you can see three quarters cover until the beginning of your next turn. You may grant this cover a number of times equal to your intelligence modifier regaining all uses after a long rest.

Smoke

as a bonus action you create 20 foot radius cloud of smoke which lasts for a minute. All enemies within the cloud cannot take reactions or make attacks against creatures outside the smoke. Allies inside the smoke receive no negative effects. You may use this feature a number of times equal to your intelligence modifier, regaining all uses after a long rest.

Controller's signature

at 3rd level you gain access to one feature from the Agent ability list at the end of the class description. Intelligence is your subclass modifier. You may use the chosen feature a number of times equal to your Intelligence modifier, and when you roll initiative without all of your uses remaining you regain one use. You regain all uses after a long rest.

3rd ability

at 7th level you may choose another feature to gain from the agent ability list using Intelligence as your subclass modifier, it cannot be the same one chosen for your signature gained at 3rd level. You may use it a number of times equal to your Intelligence modifier regaining all uses after a long rest

Ultimate ability

at 11th level choose an ultimate ability from the agent ultimate ability list. You may use it once regaining that use after a short or long rest. Intelligence is your subclass modifier for it.

Complete control

at 15th level you gain unlimited uses of your block the sightlines feature and may use it as a reaction to an ally being attacked, although it can only be used once per round. Additionally when an attack misses an ally you have granted cover to, you may grant them 10 temporary hitpoints. You may grant these temporary hitpoints a number of times equal to your intelligence modifier, regaining all uses after a long rest.

Duelist[edit]

Duelists are self-sufficient fighters who their team expects, through abilities and skills, to get high damage and seek out engagements first.

Entry Fragger

at 1st level you gain proficiency in medium armor, additionally, you gain a fighting style of your choice from the fighter fighting style list.

Flashbang

at 1st level you gain the ability to throw a flash to blind opponents. As an action you can throw a flash up to 30 feet, you can choose a number of creatures up to your charisma modifier within a 15 foot sphere oh where the flash is deployed. All of them make a DC 8 + Proficiency bonus + Charisma modifier Constitution saving throw or be given the blinded condition. They may repeat the saving throw at the end of each of their turns ending the effect on a success. You may use this a number of times equal to your charisma modifier regaining all uses after a long rest.

Duelists signature

at 3rd level you gain access to one feature from the Agent ability list at the end of the class description. Charisma is your subclass modifier. You may use the chosen feature a number of times equal to your charisma modifier, and when you roll initiative without all of your uses remaining you regain one use. you regain all uses after a long rest.

3rd ability

at 7th level you may choose another feature to gain from the agent ability list using charisma as your subclass modifier, it cannot be the same one chosen for your signature gained at 3rd level. You may use it a number of times equal to your charisma modifier regaining all uses after a long rest

Ultimate ability

at 11th level choose an ultimate ability from the agent ultimate ability list. You may use it once regaining that use after a short or long rest. Charisma is your subclass modifier for it.

Deadly Duelist

at 15th level you may attack three times, instead of twice when you take the attack action on your turn. Additionally, when you arent wearing heavy armor, you may add half your charisma modifier (rounded up) to your AC

Initiator[edit]

Initiators challenge enemies by setting up their team to enter contested ground and push defenders away.

Oppurtunist

At 1st level when an ally makes an attack roll against a creature with advantage and hits, you may allow them to reroll the damage die and take the higher result (no action required) you may use this a number of times equal to your wisdom modifier regaining all uses after a short or long rest.

Recon Bolt

At 1st level as an action you can choose a space within 120 feet of you that you can see. Each creature of your choice must make an DC 8 + Proficiency bonus + Wisdom modifier Wisdom saving throw. On a failed save, a target takes 1d4 + wisdom modifier force damage and is marked. On a successful save, a target takes half as much damage and isn’t marked. Marked enemies can be seen even if they are invisible and allies have advantaged on all attacks against marked targets. the creature can repeat the saving throw on each of it's turns, ending the effect on a success. You may use this feature a number of times equal to your wisdom modifier regaining all uses after a long rest.

Initiator's signature

at 3rd level you gain access to one feature from the Agent ability list at the end of the class description. Wisdom is your subclass modifier. You may use the chosen feature a number of times equal to your Wisdom modifier, and when you roll initiative without all of your uses remaining you regain one use. you regain all uses after a long rest.

3rd ability

at 7th you may choose another feature to gain from the agent ability list using Wisdom as your subclass modifier, it cannot be the same one chosen for your signature gained at 3rd level. You may use it a number of times equal to your Wisdom modifier regaining all uses after a long rest

Ultimate ability

11th level choose an ultimate ability from the agent ultimate ability list. You may use it once regaining that use after a short or long rest. Wisdom is your subclass modifier for it.

Impeccable initiation

at 15th level you gain an unlimited number of uses of the opportunist feature and an extra use of both recon bolt and your signature ability. Additionally when an ally makes an attack roll with advantage you may grant them a bonus that allows them to crit on a 15-20 on the 20 sided die and allow crit range modifiers to stack this turn. You may grant this bonus a number of times equal to your Wisdom modifier, regaining all uses after a short or long rest.

Sentinel[edit]

Sentinels are defensive experts who can lock down areas and protect their team, both on the offensive and the defensive.

Watch the flank

at 1st level when you are not wearing medium or heavy armor you may add your constitution modifier to your AC, Additionally if you do not take a movement action on your turn, and you did take a movement action last turn, then you have advantage on attack rolls.

Trap

You may cast the spell alarm without using a spell slot, The spell only takes one action to cast when used this way. Creatures who activate the trap must make a DC 8 + Proficiency bonus + constitution modifier dexterity saving throw. On a failed save the creature takes take 2d10 acid/cold/fire/lightning/thunder damage (your choice when you learn this skill) and has their movement speed reduced by 10 feet. On a successful save the creature takes half as much damage and isn't slowed. A creature whose movement speed is reduced by this ability may repeat the saving throw at the end of each of their turns, ending the effect on a success. You may use this feature a umber of times equal to your constitution modifier, regaining all uses after a long rest.

Sentinel signature

at 3rd level you gain access to one feature from the Agent ability list at the end of the class description. Constitution is your subclass modifier. You may use the chosen feature a number of times equal to your Constitution modifier, and when you roll initiative without all of your uses remaining you regain one use. You regain all uses after a long rest.

3rd ability

at 7th level you may choose another feature to gain from the agent ability list using Constitution as your subclass modifier, it cannot be the same one chosen for your signature gained at 3rd level. You may use it a number of times equal to your Constitution modifier regaining all uses after a long rest

Ultimate ability

at 11th level choose an ultimate ability from the agent ultimate ability list. You may use it once regaining that use after a short or long rest. Constitution is your subclass modifier for it.

Super sentinel

at 15th level You may make an attack of opportunity against a creature as a reaction to them coming within 5 feet of you. Additionally whenever you reduce an enemy to 0 hitpoints you and up to 7 allies gain 5 temporary hitpoints. Lastly, you gain proficiency in Constitution saving throws.

Knife Specialist[edit]

While Valorant is a game entirely based around guns, some players forsake the use of them and decide to pick characters like Omen and get as many kills as possible with just their melee weapon.

Backstab

When you are wielding a single light melee weapon and no other weapons, you may use a d6 in place of it's normal damage die. Additionally, any melee hit you score with it against a creature who is unaware of your presence is a critical hit.

Versatility

You may choose one feature a Valorant agent subclass gains at level one and gain that feature. Dexterity is your subclass modifier and you may replace any other modifiers that feature may use with your dexterity one.

Knifer's signature

at 3rd level you gain access to one feature from the Agent ability list at the end of the class description. Dexterity is your subclass modifier. You may use the chosen feature a number of times equal to your Dexterity modifier, and when you roll initiative without all of your uses remaining you regain one use. You regain all uses after a long rest.

3rd ability

at 7th level you may choose another feature to gain from the agent ability list using Dexterity as your subclass modifier, it cannot be the same one chosen for your signature gained at 3rd level. You may use it a number of times equal to your Dexterity modifier regaining all uses after a long rest

Ultimate ability

at 11th level choose an ultimate ability from the agent ultimate ability list. You may use it once regaining that use after a short or long rest. Dexterity is your subclass modifier for it.

Ghost

At 15th level you may cast the spell misty step without expending a spell slot. Once you cast the spell this way you can't do so again until you finish a short or long rest. Additionally, any spells or features that would allow you to teleport to a location no longer requires verbal components, makes any noise, or requires you to see the location that you are teleporting to. Finally, after scoring a critical hit against a creature with a light melee weapon, you regain hitpoints equal to half your agent level.

Valorant Agent ability list[edit]

Create minor ranged weapon

As a bonus action you create a one handed light ranged weapon with a range of 30/120. This weapon deals damage equal to 2d4 + Dexterity or subclass modifier magical Force damage on hit and this weapon does not have disadvantage when attacking within 5ft. It lasts for one hour or until it leaves your person after which it dissapates. Additionally if a one handed ranged magic item is in your possession then you may perform a one hour ritual to add its effects and increased damage and hit modifiers to the weapon this feature creates. Only one magic item's properties can be applied this way. (inspired by Chamber's ability headhunter)

Create minor light melee weapon

as a bonus action you create a one handed light melee weapon. It deals 1d6 magical force damage + 1d6 + dexterity or subclass modifier magical bludgeoning/piercing/slashing damage (your choice when the weapon is created). It lasts for one hour after or until it leaves your person after which it dissipates. Additionally if a one handed melee magic item is in your possession then you may perform a one hour ritual to add its effects and increased damage and hit modifiers to the weapon this feature creates. Only one magic item's properties can be applied this way. (inspired by Chamber's ability headhunter)

Create minor Heavy melee weapon

as a bonus action you create a two handed heavy reach melee weapon. It deals 1d8 magical force damage + 1d6 + strength or subclass modifier magical bludgeoning/piercing/slashing damage (your choice when the weapon is created). It lasts for one hour after or until it leaves your person after which it dissipates. Additionally if a one two handed melee magic item is in your possession then you may perform a one hour ritual to add its effects and increased damage and hit modifiers to the weapon this feature creates. Only one magic item's properties can be applied this way. (inspired by Chamber's ability headhunter)

Dash

as a bonus action you may move up to 30 feet in a straight line in any direction including straight up. This movement doesn't trigger attacks of opportunity (inspired by Jett's movement abilities)

Devour

After reducing an enemy to 0 or less hitpoints, you may use a reaction to use this feature and immediately gain a number of temporary hit points equal to your your proficiency bonus d4 (2d4 at 3rd level, 3d4 at 5th level, 4d4 at 9th etc.) (inspired by Reyna's devour ability)

Dismiss

After reducing an enemy to 0 or less hitpoints, you may use a reaction move up to 15ft and immediately make a single weapon attack against a creature you can see within range. this movement does not provoke attacks of oppurtunity (no action required)(inspired by Reyna's dismiss ability)

Flashbang

As an action you can throw a flash up to 30 feet, you can choose a number of creatures up to your subclass modifier within a 15 foot radius sphere oh where the flash is deployed. All of them make a DC 8 + Proficiency bonus + subclass modifier Constitution saving throw or be given the blinded condition. They may repeat the saving throw at the end of each of their turns ending the effect on a success. (inspired by the many flashes in valorant)

Grenade

As an action, you throw a grenade up to 30 feet, all creatures within a 10 sphere of the chosen point make a dexterity saving throw taking 2d8 acid/cold/fire/lighting/thunder damage (your choice when you learn this skill) on a failed save and half as much on a successful one. The damage of this ability increases by two dice at 5th level (4d8) 11th level (6d8) and 17th level (8d8). (inspired by Raze's paint shells ability)

Heal

As an action a creature of your choice within 10 feet of you regains 3d4 + subclass modifier hitpoints, you may use this on yourself. The amount of hitpoints restored by this ability increases by two dice at 5th level (5d4) 11th level (7d4) and 17th level (9d4) (inspired by Sage's heal ability)

Molly

as an action you cover a 10 foot square within 30 feet of you in a damaging substance. Creatures in the area when you use this feature can make a dexterity saving throw to immediately move outside the effect as a reaction. creatures in the area when this feature is used, start their turn there, or pass over it take 3d4 acid/cold/fire/lighting/thunder damage (your choice when you learn this skill). This effect lasts for a minute and damages friend and foe alike. The damage of this ability increases by two dice at 5th level (5d4), 11th level (7d4), and 17th level (9d4). (inspired by the various mollys in valorant)

Recon bolt

Choose a space within 120 feet of you that you can see. Each creature of your choice within 10 feet of that space must make an DC 8 + Proficiency bonus + subclass modifier Wisdom saving throw. On a failed save, a target takes 1d4 + subclass modifier force damage and is marked. On a successful save, a target takes half as much damage and isn’t marked. Marked enemies can be seen even if they are invisible and allies have advantaged on all attacks against marked targets. the creature can repeat the saving throw on each of it's turns, ending the effect on a success.

Seeker

As an action you create a minion of some kind which lasts for a minute. It has a movement speed of 40 feet, 15 AC and 20 hitpoints. You can control it on your turn (no action required) and you are aware of anything it sees and hears. It cannont attack or make any actions besides a move action a search action or self destructing. When it self destructs, all creatures of your choice within 20 feet must make a DC 8 + Proficiency bonus + subclass modifier constitution saving throw or lose any ability to sense, see or attack creatures farther than 10 feet away from them and they cannot take reactions. They may repeat the saving throw at the end of each of their turns to end the effect.

Short step

as a bonus action you instantly teleport to a place you can see within 20 feet. (inspired by omens shrouded step ability)

Smoke

as a bonus action you create 20 foot radius cloud of smoke which lasts for a minute. All enemies within the cloud cannot take reactions or make attacks against creatures outside the smoke. Allies inside the smoke receive no negative effects. (inspired by the many smokes in valorant)

Suprresion field

As an action you choose a point you can see within 50 feet of you forcing all creatures (including allies) within a 10 foot radius sphere of that location to make a DC 8 + Proficiency bonus + subclass modifier charisma saving throw. Creatures who fail the save are suppressed. and cannot provide verbal components for spells or use features that have limited uses or a recharge time (a barbarian rage a dragon breath weapon etc.). The creature repeats the saving throw at the end of each of its turns ending the effect on a success. (inspired by Kay/O's knife ability)

Trap

You may cast the spell alarm without using a spell slot, The spell only takes one action to cast when used this way. Creatures who activate the trap must make a DC 8 + Proficiency bonus + subclass modifier dexterity saving throw. On a failed save the creature takes take 2d10 acid/cold/fire/lightning/thunder damage (your choice when you learn this skill) and has their movement speed reduced by 10 feet. On a successful save the creature takes half as much damage and isn't slowed. A creature whose movement speed is reduced by this ability may repeat the saving throw at the end of each of their turns, ending the effect on a success. The damage dealt by this ability increases by two dice at 5th level (4d10) 11th level (6d10) and 17th level (8d10)

Wall

You create a wall of something on a solid surface within a range of 60ft. As an action you can make the wall up to 50ft long 20ft high and 3ft thick. The wall is opaque and blocks all vision through it. it lasts for 1 minute or until dispelled (no action required). When this feature is used creatures within the wall must make a DC 8 + Proficiency bonus + subclass modifier dexterity saving throw or take 2d8 magical acid/cold/fire/lighting/thunder damage (your choice when you learn this skill) on a failed save or half as much on a successful one. When you use this feature you may designate one side of the wall, creatures who pass through the wall or enter it from that side that 2d8 damage of the type you chose. Creatures passing through from the other side are unharmed. (inspired by the various walls in valorant)

Valorant Agent Ultimate ability list[edit]

Apex predator

As a bonus action you become the ultimate hunter for one minute. Until the effect ends, you have a +2 bonus to all attack rolls and any creatures who take damage from you are immediately marked. You and your allies have advantage to attack marked creatures. Any marked creatures may attempt a DC 8 + proficiency bonus + subclass modifier Wisdom saving throw to remove the mark at the beginning of each of their turns (no action required). Additionally your attacks are able to pass through all surfaces, allowing you to attack through walls and preventing any creature from benefitting from cover against you.

Create major ranged weapon

As a bonus action you create a two handed Heavy ranged weapon with a range of 200/600. This weapon deals damage equal to 8d4 + Dexterity or subclass modifier magical Force damage on hit and this weapon does not have disadvantage when attacking within 5ft. It lasts for one minute or until it leaves your person after which it dissapates. Additionally if a two handed ranged magic item is in your possession then you may perform a one hour ritual to add its effects and increased damage and hit modifiers to the weapon this feature creates. Only one magic item's properties can be applied this way.

Create major melee weapon

As a bonus action you create a two handed Heavy melee weapon with reach. This weapon deals damage equal to 5d4 magical force damage + 5d4 + strength or subclass modifier magical bludgeoning/piercing/slashing damage (your choice when weapon is created) on hit. It lasts for one minute or until it leaves your person after which it dissapates. Additionally if a two handed melee magic item is in your possession then you may perform a one hour ritual to add its effects and increased damage and hit modifiers to the weapon this feature creates. Only one magic item's properties can be applied this way

Drift

As a free action you immediately become completely invisible, make no noise, and have your movement speed increased by 30 feet. you do not provoke attacks of opportunity and you cannot be detected by blindsight or tremorsense for up to 10 minutes. You immediately gain one free use of your signature ability which can be used while this effect is active, this free use is lost if this effect ends before you use it. The first attack made while this effect is active is an automatic critical hit and immediately ends the effect after damage is dealt. Using any class features or spells other than the free use of your signature ability granted by this feature immediately ends the effect.

Ressurection

As an action you touch a creature who has 0 hit points or who has died within the past hour. They are immediately returned to life with half their maximum hitpoints. All damage done to the body is removed and missing limbs are replaced. This feature has no effect on constructs or people who died of old age.

Showstopper

As an action you choose a point within 120 feet of you that you can see. All creatures that you can see within a 30 foot radius sphere of that location must make a dexterity saving throw, taking 16d6 acid/cold/fire/lightning/thunder damage (your choice when you learn this feature) and being knocked prone on a failed save and taking half as much damage and not being knocked prone on a successful one

True beast creation

As a bonus action you create a powerful being which you can command. It uses THIS STAT BLOCK. It acts on your turn and does anything you command it to (no action required). If you give the being no commands it does it's best to protect you or takes the dodge action on its turn.

Personal Touch list[edit]

Contrary

Neither you nor your allies can ever be damaged or given negative conditions from your abilities. Any time you use a feature from this class which deals damage to an area, You may decide to heal any number of creatures within its area of effect for the amount of damage rolled instead of damaging them. Additionally you gain one use of the ultimate ability showstopper, you regain this use after a long rest.

Destructive

All saving throws caused by your features are rolled with disadvantage. Additionally anytime you roll initiative or reduce a creature to 0 hitpoints or less, you may immediately regain one use of one of your subclasses features, excluding ultimate ability. You gain one free use of the ultimate ability Apex predator, you regain this use after a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Valorant agent class, you must meet these prerequisites: 13 Dexterity

Proficiencies. When you multiclass into the Valorant Agent class, you gain the following proficiencies: light armor Light armor, simple weapons, ranged martial weapons, one skill from the class's skill list

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