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