Agent (5e Class) (Valorant)

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Agent

This is a class to be similar to valorant.

Agents

To become an agent, you have gone through rigorous training and have many different weapons depending on what agent you are.

Creating an Agent

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.

Table: The Agent

LevelProficiency
Bonus
Features
1st+2Tactical Knife, Sidearms
2nd+2Agent Type
3rd+2Ability One
4th+2Ability Score Improvement
5th+3SMG
6th+3Shotgun
7th+3Ability Two
8th+3Ability Score Improvement
9th+4Heavies
10th+4Ability Three
11th+4Rifles
12th+4Ability Score Improvement
13th+5Ability Four
14th+5Snipers
15th+5Spike Carrier
16th+5Ability Score Improvement
17th+6Perfect Shot
18th+6Aim-bot
19th+6Ability Score Improvement
20th+6Kill-Aura

Tactical Knife

You are able to use knives to attack.

Sidearms

You are able to use all types of pistols.

Agent Type

Your agent allows you to get new abilities.

Ability One

You gain your first ability.

SMGs

You are able to use all types of sub-machine guns.

Shotguns

You are able to use all types of shotguns.

Ability Two

You gain your second ability.

Heavies

You are able to use all types of heavy weapons such as machine guns.

Ability Three

You gain your third ability.

Rifles

You are able to use all types of assault rifles.

Ability Four

You gain your fourth ability.

Snipers

You are able to use all types of sniper rifles.

Spike Carrier

You gain the ability to place down a "Spike" which deals 4d12 Bludgeoning Damage in a 45ft sphere.

Perfect Shot

You can head-shot enemies on critical hits allowing you to deal 2x damage instead of more dice.

Aim-bot

You will always hit your enemy with any gun. usable once per long rest. lasts 5 minutes.

Kill-Aura

You can hit any enemy who comes into a 20ft radius around you.

Agent

At Second level, you chose an agent. Choose one of the agents which are all detailed at the end of the class description.

Ability Score Improvement

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.

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Multiclassing


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Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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