CREATIVITY
EXPERTISE
AGENT
ABOUT
What began as a passion project has evolved into something more. We’re proud of where we’ve been and even more excited for what’s ahead. What sets us apart isn’t just our process—it’s the intention behind it. We take time to understand, explore, and create with purpose at every turn.
People-First Approach
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Reliability You Can Count On
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A Focus on Quality
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People-First Approach · Reliability You Can Count On · A Focus on Quality ·
Agent Class Features
As a Agent, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Agent level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + our Constitution modifier per Agent level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Infotech, Mechtech, Chemtech, Deception, Media, Intimidation, Investigation, Biotech, and Insight
Equipment
You start with the following equipment, in addition to the equipment granted by your background: • (a) a light pistol and 2 powerpacks or (b) any simple weapon • (a) a cyberdeck & a commpad • (a) a manager’s pack or (b) an analyst’s pack • Specter A-9 armor, any simple weapon, and two utility knives
Patron Organization
At 1st level, you have struck a bargain with a shadowy organization: the AI Industrial Complex, Military Industrial Complex, Media Industrial Complex, or the Prison Industrial Complex, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Backdoor Access
Your Trinet Access bestowed on you by your patron has given you an untraceable facility with programs. See chapter 10 for the general rules of programing and chapter 11 for the Agent program list.
Level Zero Programs
You know two level zero programs of our choice from the Agent program list. You learn additional Agent level zero programs of our choice at higher levels, as shown in the level zero Programs Known column of the Agent table.
Program Slots
The Agent table shows how many program slots you have. The table also shows what the level of those slots is; all of your program slots are the same level. To run one of our Agent programs of 1st level or higher, you must expend a program slot. You regain all expended program slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level program slots. To run the 1st-level program thunderwave, you must spend one of those slots, and you run it as a 3rd-level program.
Programs Known of 1st Level and Higher
At 1st level, you know two 1st-level programs of our choice from the Agent program list. The Programs Known column of the Agent table shows when you learn more Agent programs of our choice of 1st level and higher. A program you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Agent program, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Agent programs you know and replace it with another program from the Agent program list, which also must be of a level for which you have program slots.
Access Ability
Charisma is your access ability for your Agent programs, so you use your Charisma whenever a program refers to your access ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Agent program you run and when making an attack roll with one. program save DC = 8 + your proficiency bonus + your Charisma modifier program attack modifier = your proficiency bonus + your Charisma modifier
Access Point
You can use an cyberdeck (found in chapter 5) as a Access Point for your Agent programs.
Gadgetry
Your patron organization is willing to provide a loyal asset with the tools required to complete their mission. At 2nd level, you gain two gadgets of your choice. Your gadget options are detailed at the end of the class description. When you gain certain Agent levels, you gain additional gadgets of your choice, as shown in the Gadgets Known column of the Agent table. Additionally, when you gain a level in this class, you can choose one of the gadgets you know and replace it with another gadget that you could learn at that level.
Handler
At 3rd level, your patron organization takes a more intentional role in guiding your loyal service, granting you a direct line to your handler. You gain one of the following features of our choice.
Tactical Drone
You learn the Print Drone program and can run it as a ritual. The program doesn’t count against your number of programs known. When you run the program, you can choose one of the normal forms for your drone or one of the following special forms: Comms-Relay Drone, Holodrone-Injector, Holodrone-Phobia or Fly-on-the-Wall Drone. Additionally, when you take the Attack action, you can forgo one of our own attacks to allow your drone to make one attack of its own.
Covert Weapon
You can use your action to produce a one-handed weapon in your empty hand. You can choose the form that this weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as energetic for the purpose of overcoming resistance and immunity to nonenergetic attacks and damage. Your covert weapon disintegrates if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one weapon into your covert weapon by performing a special process while you hold the weapon. You perform the process over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, dissasembling it into an undetectable cavity in your arm, and it appears whenever you create your covert weapon thereafter. You can’t affect an experimental or AI-powered weapon in this way. The weapon ceases being your covert weapon if you die, if you perform the 1-hour process on a different weapon, or if you use a 1-hour process to break your bond to it. The weapon drops from your arm if it is in the undetectable cavity when the bond breaks.
Jump Box
Your patron gives you a cyberdeck called a jump box. When you gain this feature, choose three level zero programs from any class’s program list. While the deck is on your person, you can run those level zero programs at will. They don’t count against your number of level zero programs known. If you lose your jump box, you can call in for a replacement that will be printed from the Trinet within one hour. This call can be performed during a short or long rest, and it destroys the previous box. The box turns to ash when you die.
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.
Access Escalation
At 11th level, your patron gives you access to high end pirated software. Choose one 6th-level program from the Agent program list as this program. You can run your escalated program once without expending a program slot. You must finish a long rest before you can do so again. At higher levels, you gain more Agent programs of your choice that can be run in this way: one 7th-level program at 13th level, one 8th-level program at 15th level, and one 9th-level program at 17th level. You regain all uses of your Access Escalation when you finish a long rest
Trusted Asset
At 20th level, you can draw on your reputation while entreating your patron to regain expended program slots. You can spend 1 minute entreating your patron for aid to regain all your expended program slots from your backdoor access feature. Once you regain program slots with this feature, you must finish a long rest before you can do so again.