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.
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