Agent

"'The moment they can predict your next move with utmost certainty, you've failed at espionage. Such is our nature, MacGregor.' - Phillipe Videlle, on the death of Valor MacGregor."

Health
Hit Dice: 1d8 per Agent Level

Proficiencies
Armor: Light

Weapons: Light and Medium, Simple Melee

Tools: Disguise Kit, Poisoner's Kit, Infiltrator's Kit and one of your choice.

Saving Throws: Dexterity and Wisdom

Attack DC: 8 + your Proficiency Bonus + your Dexterity, Wisdom or Charisma Modifier

Starting Equipment

 * Placeholder Light Armour
 * 9mm Pistol or .357 Revolver
 * 40 Rounds of Pistol Ammo or 30 Rounds of Heavy Pistol Ammo
 * Simple Melee Weapon
 * Infiltrator's Tools
 * Disguise Kit or Poisoner's Kit

Expertise
Choose two skill or tool proficiencies to gain expertise in. Your Proficiency Bonus is doubled when rolling checks related to these skills. You gain this ability again at 6th Level.

Sneak Attack
When you hit with a strike, you know how to hit hard. Once per turn, you can deal bonus damage to your target if you have Advantage on the attack roll or you are in melee range of the target. This bonus damage is shown in the Sneak Attack table. The strike must use either a finesse Melee Weapon or a Light or Medium Ranged Weapon. If the Ranged Weapon is Medium, it cannot be an Automatic Weapon.

Killer Cross
You gain Proficiency in Unarmed Strikes, and you gain an additional Unarmed Damage Dice Tier. If you have no Unarmed Damage Dice, you gain a d4 Unarmed Damage Dice.

Style of Agent
There are many different styles of Agent. There are calculating, intuitive types and suave charismatic types. At 1st Level, you can choose your specification. This is not binding, and you can switch it upon leveling up.

Choose your secondary stat from either Charisma or Wisdom. This affects your Attack DC and ability uses. By default an ability will specify Charisma, but should you choose Wisdom you can replace the usage of Charisma in the description with Wisdom.

Cunning Action
As a Bonus Action, you can take one of the following actions:
 * Dash
 * Hide
 * Make a Perception or Investigation Check.

Quick Hook
On the first round of Initiative you are able to make an additional strike as a part of your Attack Action.

Assassinate
Getting the drop on your foes makes you a deadly terror. You have advantage on attack rolls during the first round of combat. Furthermore, any hit you score against a Surprised enemy is automatically a critical.

Dirty Fighting
You gain access to the Agent's 'Dirty Fighting' techniques. You can only use one Dirty Technique per turn, and it cannot be used in conjunction with Sneak Attack. You gain a number of Dirt Charges equal to your Proficiency Bonus + 1. You regain any spent charges after a Short Rest. The DC for your Dirty Fighting abilities is your Attack DC.

Ability Score Improvement
As 5e. You also gain a single Feat. You gain this ability again at 8th, 10th, 12th, 16th and 19th Level.

Uncanny Dodge
When an attacker you can see hits you with a strike, you can expend your Reaction to halve the damage dealt to you.

Cover Dash
If you moved less than 30ft on your turn, you gain the ability to make a Cover Dash as a Reaction. You can expend your Reaction to immediately utilize the rest of your previous movement to a maximum of 10ft as you sprint out of harm's way.

Deadeye
As a Bonus Action, you can choose to gain advantage on your next strike this turn. You can do this a number of times equal to 1 + your Charisma modifier per short rest.

Evasion
Whenever you are subjected to an effect that forces you to make a Dexterity Saving Throw for half damage, you instead take half damage on a Failure and no damage on a Success.

Silver Bullet
When things seem to be lost, and your allies are beginning to panic, you always have one last trick up your sleeve. As a Bonus Action, you can desperately try to scramble for one last saving grace. Roll a d100, and on a roll of 00 - 09 you can pull out one last saving grace for your current situation. This is at the DM's Discretion, and could range from weapons in your pocket to equipment you spot on the ground or you could even remember you have a vehicle parked outside- the bonus is fully dependent on the DM. Once you successfully use this ability, you cannot use it again for one week. You may only attempt to use this ability twice per Long Rest.

Infiltrator
You are an expert at infiltration and a master of fabricating disguises. You may spend a week and $250 to create a false identity for yourself. You establish the identity's history, professions, and affiliations. You cannot create a false identity based on a previously existing person.

Brawler's Guard
When a creature hits you with a strike, you gain +4 AC to all subsequent strikes made by that creature for the rest of the turn.

Reliable Talent
Whenever you make an Ability Check that lets you add your Proficiency Bonus, you can treat a roll of 9 or lower as a 10.

Imposter
You are a master of mimicry and a deceptive actor. You can spend one hour studying someone to gain the ability to mimic their speech, writing, and behavior. Furthermore, you have advantage on Deception checks to avoid detection.

Double Tap
You have become an efficient marksman, and you know how and when to take another shot. If you have already made a strike with your Action, you may make an additional strike with your Bonus Action.

Bad to the Bone
Whenever you enter a fight without any Dirt Charges remaining, you automatically regain 1d4+1 Dirt Charges.

Unbreakable
You are afraid of nothing. You cannot be Frightened nor Shaken.

Brawler's Retaliation
When a creature misses you with a strike that would have hit you without your Brawler's Guard, you may make a free melee strike against them if they are in range.

Getting the Jump
You have become adept at laying ambushes and quickly jumping into the fight. You can take two turns during the first round of any Combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can’t use this feature when you are surprised.

Untouchable
No one can gain the upper hand against you. While you are not Incapacitated, no creature can gain Advantage on strikes made against you.

Golden Gun
When you use your Silver Bullet ability, success is guaranteed. The cooldown timer remains the same.

Nutshot (1 Dirt Point)
You thrust your knee straight into an enemy's one weak spot with extreme viciousness. While within 5ft of an enemy, you can make a special melee strike. If you hit with this strike, it deals maximum dice damage and the victim must make a Con Save against your Dirty Fighting DC. On a Success, they lose half their movement on their next turn and are Staggered until the start of their next turn. On a Failure, they are Stunned until the end of their next turn and lose half their movement speed for one minute.

Pocket Sand (1 Dirt Point)
You always keep a pocketful of the good stuff on hand, and in a bad spot it never lets you down. At the cost of one Dirt Point, you can quickly throw sand from your pocket into the eyes of an enemy. The sand throw has a range of 15ft and the target must make a Dexterity Saving Throw against your Dirty Fighting DC. On a Success, they are Staggered until the start of their next turn. On a Failure, they are Blinded for one minute. They can repeat the Saving Throw at the start of each of their turns. You can throw Pocket Sand as an attack or a Reaction.

Throat Punch (1 Dirt Point)
You surge forward with a strike aimed directly at your enemy's throat. You make a melee strike with the intention of brutally wounding your enemy. On Hit, the enemy must make a Con Save against your Dirty Fighting DC. On a Success, they are Muted until the end of their next turn. On a Failure, they are Muted for 10 minutes. Until the end of their next turn, they have Disadvantage on all strike rolls and are Staggered.

Axe Kick (2 Dirt Points)
You move in to crush a fallen enemy with a brutal axe kick. When an enemy is Prone, you can move in to make an unarmed attack against them to take them out of the fight. This strike has Disadvantage, meaning that the Advantage against Prone enemies is nullified. The strike automatically deals maximum critical unarmed damage, and your enemy must make a Con Save against your Dirty Fighting DC. On a Success, they are Stunned until the end of their next turn. On a Failure, they are knocked Unconscious for 10 minutes '''if they have fewer than 100 Hit Points. '''If they have more than 100 Hit Points, they automatically succeed the save.

Discombobulate (2 Dirt Points)
You can make a special attack where you violently clap your hands over your opponent's ears, severely Disorienting them. You must have two empty hands to utilize this strike. Your target must make a Con Save against your Dirty Fighting DC. On a Success, they are Deafened for one minute. On Failure, they are Deafened, Staggered and Shaken for one minute.

Dislocater (2 Dirt Points)
When you have an enemy Grappled, you can use an Action to wrench one of their limbs out of its socket. You must make a contested Strength Check, and if you Succeed then they lose use of that limb until it is seen to out of combat and they also take Bludgeoning Damage equal to your unarmed attack damage. This attack is automatically a Critical.

Beatdown (3 Dirt Points)
When you succeed on a Shove Attack, you can begin a Beatdown on your opponent. You gain unlimited extra melee strikes, but each additional strike has an additional -2 to hit. When you miss a strike, the Beatdown stops and your turn ends.