BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Agent

By using conjuration magic to create or summon weapons and armor when they need them, agents specialize in infiltration and espionage. An agent can enter a location entirely unarmed and unarmored, appearing innocuous while completing their task, and then summon the armaments they need at a moment's notice when conflict arises. Agents often work at the behest of governments and powerful factions as multipurpose operatives, such as spies or assassins.  

Bound Armaments

When you choose this archetype at 3rd level, you gain the ability to magically summon weapons and armor to yourself. You can use a bonus action to summon and don a weightless suit of magical light armor. While wearing this armor, your AC is equal to 13 + your Dexterity modifier. You decide the appearance of this armor, and can even choose to perfectly replicate the appearance of any suit of armor you have seen before, even making it appear heavier than it is.   Additionally, as an object interaction on your turn, you can bind and equip up to two weapons, which take the shape of any weapon of your choice that you are proficient with. These weapons count as magical for the purposes of overcoming resistance and immunity to nonmagical damage. If a weapon you bind has the ammunition property, it creates ammo each time you fire it, which disappears after hitting its target.   Your bound weapons and armor last for 10 minutes, or until you choose to dispel one or more of them (no action required). A detect magic spell reveals the weapons and armor as a conjuration effect. Any check made to dispel them uses your Charisma modifier in place of a spell level.

Infiltration Expertise

Also at 3rd level, you gain proficiency with disguise kits and forgery kits. Additionally, while you wear no armor and wield no weapons, you treat a roll of 7 or lower on the d20 as an 8 for any Charisma ability checks made to conceal your identity or pass yourself off as someone else.

Minor Bindings

When you reach 9th level, you expand your capabilities with conjuration magic to magically summon useful minor items. You can use your action to summon one one item or a, group of items, that has a total value of 2 gold pieces or less and weight of 5 pounds or less, such as a set of common clothes, manacles, rope, or a bag of caltrops. You can also create a disguise kit, forgery kit, or a set of thieves' tools.   The items remain for a number of hours equal to your Charisma modifier (minimum 1), at the end of which they disappear. You can use this feature once, and regain the ability to do so when you complete a long rest.

Social Chameleon

At 13th level, you've become a master at blending in to social settings. While you wear no armor and wield no weapons, you are considered hidden from any creature whose passive Wisdom (Insight) score is lower than your passive Charisma (Deception) score, even if it can see you, provided you or your companions are not openly hostile to anything it can see.

Planar Rending

At 17th level, you've learned to use the magic of your bound weapons as a vehicle to neutralize your targets. You can cast plane shift once without expending a spell slot or material components, and regain the ability to do so when you finish a long rest.   When you cast the spell using this feature, you can only use it to banish a creature, and only to the Ethereal plane. The DC equals 8 + your proficiency bonus + your Charisma modifier.

Back to Rogue

Comments

Please Login in order to comment!