5E The Spy Game Level 5 Agents / Pregens

by Sylanael

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THE INFILTRATOR

Level 5 Thief

The Infiltrator is the agile, silent soldier, striking from the shadows and sneaking past their foes. With stealth on their side,play the Infiltrator class if you want to sneak up behind guards to take them out quietly, move silently out of sight, kill your enemies with the precision of an assassin.

Armor Class 15 (Leather Armor)
Hit Points 28 (5d8+0)
Speed 30ft
Initiative +4
Passive Perception 13
Passive Insight 13
Tools Proficiency Thieves’ tools, Hacking software
STR DEX CON INT WIS CHA
Attribute 8 18 10 12 16 11
Modifier -1 +4 +0 +1 +3 +0
Saving Throws -1 +5 +0 +1 +3 +2

ADVANTAGE: DEX Saving Throws

Skills

Skill Name Bonus
Acrobatics (Dex) +4
Athletics (Str) -1
Deception (Cha) +0
Espionage (Int) +1
Infiltration (Wis) +3
Infotech (Int) +1
Insight (Wis) +3
Intimidation (Cha) +0
Skill Name Bonus
Mechanics (Int) +1
Medicine (Wis) +3
Perception (Wis) +3
Persuasion (Cha) +0
Sleight of Hand (Dex) +7
Stealth (Dex) +7
Survival (Wis) +3
Tactics (Int) +1

Attacks


Unarmed Strike Melee Weapon Attack Hit: +2 Range:: 5ft Damage: 1 bludgeoning damage

Baton Melee Weapon Attack Hit: +2 Range: 5ft Damage: 1d4 bludgeoning damage

Knife Melee Weapon Attack Hit: +6 Range: 5ft Damage: 1d4 + 4 piercing damage Special Light, Finesse, Thrown (Range 20/60) )

Taser Ranged Weapon Attack Hit: +6 Range: 20ft Damage: 1d6 + 4 electrical damage Special Reload, 1 attack, Light

Features

Background

During a chase, as a bonus action you can make a Hide action, as long as you are out of your pursuers’ line of sight. Successfully hiding may end the scene as the pursuers move past you, or lose you altogether.

Expertise (Class Feature)

Your proficiency bonus is doubled for any ability check you make with Wisdom (Infiltration) or thieves’ tools.

Sneak Attack (Class Feature)

You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Thieves at Work (Class Feature)

From 2nd level, you can recognize the work of other infiltrators, thieves, or master criminals. When faced with a door or object that has been tampered with or removed you can recognize it as the work of a thief and gain an appreciation of their competence and abilities. If you have previously identified the work of an individual, you can recognize more of their work that you come across.

Cunning Action (Class Feature)

Starting at 2nd level, your quick thinking and agility allow you to move and act faster. You can take the Dash, Disengage, or Hide action as a bonus action in your turn.

Fast Hands (Archetype Feature)

Starting at 3rd level, you can use a bonus action to make a Dexterity (Sleight of Hand) check using your thieves’ tools to disarm a trap, open a lock, or take the Use an Object action.

Sleeper Hold (Class Feature)

Starting at 5th level, you can make a special grapple attack against an unaware opponent. Using both hands, you wrap your arms around your target’s neck, constricting their air supply. Make an unarmed attack against an unaware or surprised target. If you hit, you restrain your target and they suffer the Unconscious condition for 1d4 minutes. If you miss, your target suffers the Grappled condition instead.

Equipment

  • A baton, a taser, an infiltration pack, leather armor, two knives, and thieves’ tools
  • Infiltration Pack: Includes a backpack, burglary clothing, a bag of 1,000 ball bearings, 10 feet of wire, red headlamp, a crowbar, a hammer, 10 pitons, a torch, 5 days rations, a lighter, and a canteen. The pack also has 50 feet of rope and grappling hook strapped to the side of it.

THE FACE

Level 5 Master Manipulator

The Face is the agent at the social front line, whose expertise in misdirection enables them to confuse their enemies, beguile their marks, and manipulate situations to gain an advantage. Masters of disguise, and using their wits as a weapon, play the Face class if you want to wear disguises to slip past the guards, talk your way to your target, and abuse your enemy’s trust to meet your objectives.

Armor Class 14 (Light armor)
Hit Points 28 (5d8 +0)
Speed 30 ft
Initiative +2
Passive Perception 11
Passive Insight 11
Tools Proficiency Disguise kits, Forgery kits
STR DEX CON INT WIS CHA
Attribute 10 14 10 12 12 18
Modifier +0 +2 +0 +1 +1 +4
Saving Throws +0 +5 +0 +1 +1 +7

ADVANTAGE: CHA Saving Throws

Skills

Acrobatics (Dex) +4
Athletics (Str) +2
Deception (Cha) +7
Espionage (Int) +3
Infiltration (Wis) +0
Infotech (Int) +3
Insight (Wis) +3
Intimidation (Cha) +6
Mechanics (Int) +3
Medicine (Wis) +3
Perception (Wis) +3
Persuasion (Cha) +6
Sleight of Hand (Dex) +0
Stealth (Dex) +7
Survival (Wis) +3
Tactics (Int) +3

Attacks

Unarmed Strike. Melee Weapon Attack. +3 to hit, reach 5 ft.,Hit: 1 bludgeoning damage.

Garrote String. Melee Weapon Attack. +5 to hit, reach 5 ft.,Hit: 1d4+2 bludgeoning damage (finesse, special: grappling)

Pistol, Light. Ranged Weapon Attack. +5 to hit, range. 40/160 ft., Hit: 1d8+2 piercing damage (reload: 9 attacks, light)

Equipment

Undercover Pack: Civilian uniform, a change of clothes, a messenger bag, forged identity documents, local driving license, notepad and pen, a burner cell phone, a covert earbud and personal two-way radio, and a torch.

Features

Bilingual (Background Feature)

You grew up speaking two languages. Select a bonus language.

Cover Identities (Class Feature)

You have a multitude of working identities, including your own true identity, that function exactly like real identities, with practical living conditions and official documentation. You begin with 2 cover identity, and you decide the background for this identity, as well as its profession and vocations. This identity functions as if it were true, and is an almost infallible disguise.

Theme (Class Feature)

You may establish a pattern of behavior in a public space, known as a “theme,” in order to safely observe a location. Make an Infiltration check, and add your Charisma bonus to blend into the scene and gain intelligence about the location. Your ability check result becomes the DC for enemy agents to discover your presence.

Jack of All Trades (Class Feature)

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Befriend (Archetype Feature)

You can befriend a target through natural charisma, and misdirection. Befriending a target takes an appropriate setting and time—the target must make a Charisma saving throw or be lured into the false friendship. While the target is befriended any further saving throws against you are at disadvantage, and any Charisma checks against the target gain a +2 bonus.

Equipment

  • A light pistol, an Undercover Pack, a disguise kit, an undercover vest and a garrote string.
  • Undercover Pack: Civilian uniform, a change of clothes, a messenger bag, forged identity documents, local driving license, notepad and pen, a burner cell phone, a covert earbud and personal two-way radio, and a torch.

THE HACKER

Level 5 Black Hat

The Hacker is the tech expert, whose ability with information and communication technology far surpasses normal users. With their ability to manipulate digital systems, play the Hacker class if you want to crack government security measures, slip in and out of operating systems undetected and sabotage enemy infrastructure from a remote location.

Armor Class 12 (Light armor) / 11 (Normal)
Hit Points 22 (5d6 +0)
Speed 30 ft
Initiative +1
Passive Perception 11
Passive Insight 11
Tools Proficiency Hacking tools, Thieves tools
STR DEX CON INT WIS CHA
Attribute 12 12 10 18 12 10
Modifier +1 +1 +0 +4 +1 +0
Saving Throws +1 +1 +0 +4 +1 +0

ADVANTAGE: DEX Saving Throws

Skills

Acrobatics (Dex) +1
Athletics (Str) +1
Deception (Cha) +0
Espionage (Int) +4
Infiltration (Wis) +1
Infotech (Int) +7
Insight (Wis) +1
Intimidation (Cha) +0
Mechanics (Int) +4
Medicine (Wis) +1
Perception (Wis) +1
Persuasion (Cha) +0
Sleight of Hand (Dex) +0
Stealth (Dex) +4
Survival (Wis) +1
Tactics (Int) +4

Attacks

Unarmed Strike. Melee Weapon Attack. +4 to hit, reach 5 ft.,Hit: 2 bludgeoning damage.

Pistol, Light. Ranged Weapon Attack. +4 to hit, range 40/160 ft.,Hit: 1d8+1 piercing damage (reload: 9 attacks, light)

Features

Escape Notice (Background Feature)

During a chase, as a bonus action you can make a Hide action, if the normal rules for hiding apply: you have concealment from all of your pursuers’ line of sight. Successfully hiding may end the scene as the pursuers move past you, or lose you altogether.

Hacking (Class Feature)

As a programer and skilled computer user, you have a laptop containing hacking tools that allow you to intrude into and manipulate operating systems and computer networks.

At 1st level, you know the basic actions of any hacker, listed below:

  • Access: Enter an operating system or break through a password protected log in. DC varies.
  • Encrypt: Encrypt plain-text information into cypher-text, making it unreadable. Choose a DC to test against, and if you pass your Intelligence (Infotech) test the DC becomes the DC to decrypt the data.
  • Decrypt: Decrypt data into readable information. If you have the encryption algorithm the DC is 0 and a roll is not required, however if you do not have the algorithm then the DC varies based on the complexity of the cypher.
  • Install: Install software onto a targeted operating system. The base DC is 5, modified depending on the complexity of the software you are installing, the operating system, or any firewalls present.
  • Modify: Rewrite software to alter the function, or disable other pieces of software. The base DC is 15, modified depending on the complexity of the software and how many other pieces of software use it within the operating system, as well as any firewalls present.
  • Disable: Stop software from functioning entirely, either by sabotaging its code or switching it off manually. The base DC is 15 and is modified depending on the complexity of the software, or any firewalls present, and whether the GM agrees you have the necessary permission.
  • Delete: Remove software from an OS. With a base DC of 10, the test may be modified due to not having the right permissions, or the test may only be attempted once the GM agrees you have the necessary permission.
  • Attack:** Attack systems or firewalls, against their AC and hit points. All hacking attacks deal coding damage. You can make a hacking attack manually, a successful attack deals 1d4 coding damage

THE HACKER

Personal OS (Class Feature)

You have a tablet containing two 1st-level hacking tools. Your personal operating system is a repository of hacking tools you have personally developed, and can use to hack computers or install in target operating systems. It also allows you to have a number of hacking tools operating at the same time, equal to your proficiency bonus (3). Your operating system is also vulnerable to attacks, with an AC and HP that increase as your abilities increase.

Operating system AC: 11 Operating system HP: 15

Hacking Ability (Class Feature)

Intelligence is your hacking ability for your hacking tools, since you code your tools through dedicated study and skill. You use your Intelligence whenever a hacking tool refers to your hacking ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a hacking tool you install and when making an attack roll with one.

Hacking save DC: 14 Hacking attack modifier: +3

When you make a hacking attack, you do not add your Intelligence modifier (4) to the damage.

Script Kiddie (Archetype Feature)

The cost to purchase and install level 1 hacking tools from the gear list is halved.

HACKING TOOLS
  • DNS Attack: 1st-level Brute Force Attack. Remote delivery. You target a device, using a combination of other devices connected to a network, to make repeated data requests of the target device to effectively “spam” it, making it inaccessible to the networks it’s connected to. Make an Access action, if successful the target device can no longer be used for 1d12 minutes.

  • Dave’s Tool: 1st-level Brute Force Attack. Manual delivery. Use dictionary and incremental attacks to find a password and gain access. Make a hacking attack targeting a password firewall, if successful deal 1d8 coding damage.

  • Shellcode: 1st-level Rootkit. Manual delivery. A shellcode provides the hacker with high-privileged processes on the target OS, allowing more hacking actions to be attempted on the target device such as modify, disable, or delete.

  • Screen Logger: 1st-level Spyware. Manual/Remote delivery. A screen logger transmits a visual copy of the target device’s display (or screen) to the hacker, letting them record and monitor what the device shows its user.

  • I.R.User: 2nd-level Rootkit. Manual delivery. You can confuse a device to recognize you as a valid user of its operating system. Make an Install action, if successful you have advantage on further Install and Modify actions targeting this device.

Equipment

  • A tablet, a light pistol, leather clothing, an investigation pack, hacking tools (see reverse), and thieves tools.
  • Investigation Pack: Briefcase, dictaphone, maps, smartphone, notepad and pen, a high-vis jacket, dust suit, clipboard, evidence bags, vinyl gloves, torch, magnifying glass

THE MARTIAL ARTIST

Level 5 Krav Maga Practitioner

The Martial Artist is a master of traditional combat, focusing on using their own body as a weapon to defend themselves and attack their foes. With a deep knowledge of a particular martial arts practice, play the Martial Artist class if you want to defeat your enemies with awesome kung fu, wield iconic traditional weapons, and perform incredible feats of athleticism.

Armor Class 13 (Normal)
Hit Points 40 (5d10+0)
Speed 40ft
Initiative +4
Passive Perception 11
Passive Insight 14
Tools Proficiency First aid kits
STR DEX CON INT WIS CHA
Attribute 16 14 14 10 12 10
Modifier +3 +2 +2 +0 +1 +0
Saving Throws +6 +5 +2 +0 +1 +0

ADVANTAGE: STR Saving Throws

Skills

Acrobatics (Dex) +5
Athletics (Str) +3
Deception (Cha) +0
Espionage (Int) +0
Infiltration (Wis) +0
Infotech (Int) +0
Insight (Wis) +0
Intimidation (Cha) +0
Mechanics (Int) +0
Medicine (Wis) +1
Perception (Wis) +1
Persuasion (Cha) +0
Sleight of Hand (Dex) +2
Stealth (Dex) +2
Survival (Wis) +1
Tactics (Int) +0

Attacks

Extra Attack. You may make 2 attacks per turn

Unarmed Strike. Melee Weapon Attack. +6 to hit, reach 5 ft.,Hit: 1d4+3 bludgeoning damage (finesse)

Katana. Melee Weapon Attack. +6 to hit, reach 5 ft. Hit: 1d6+3 slashing damage (finesse, versatile (1d8))

Features

Track and Field (Background Feature)

You can push yourself further than others, in short bursts. You may reroll any Strength or Dexterity check but must take the rerolled result. You must take a short or long rest before you can use feature again.

Martial Arts (Class Feature)

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and melee weapons.You gain the following benefits while you are unarmed or wielding any traditional melee weapons, and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and and traditional melee weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike.
  • When you use the Attack action with an unarmed strike or a onehanded melee weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a baton, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Qi (Class Feature)

Your training allows you to harness the energy of qi, the underlying metaphysical energy or ‘life force’ in some schools of martial arts. Your access to this energy is represented by a number of qi points. You have *5 Qi points.You can spend these points to fuel various qi features. You start knowing two such features: Flurry of Blows, and Patient Defense. You learn more qi features as you gain levels in this class. When you spend a qi point, it is unavailable until you finish a short or long rest, at the end of which your qi replenishes.

  • Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 qi point to make two unarmed strikes as a bonus action.
  • Patient Defense: You can spend 1 qi point to take the Dodge action as a bonus action on your turn
  • Stunning Strike: When you hit another target with a melee weapon attack, spend 1 qi point to attempt a stunning strike. The target must succeed on a DC10 Constitution saving throw or be stunned until the end of your next turn.

Unarmed Defense (Class Feature)

While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Unarmored Movement (Class Feature)

Your speed increases by 10 feet while you are not wearing armor or wielding a shield.

Escape Hold (Tradition Feature)

If grappled by an opponent you can escape the grapple by making an Attack action with an unarmed strike. If you cause damage to youropponent, you may also escape their grasp, removing the grappled condition.

THE MARTIAL ARTIST

Equipment

  • A katana and a wilderness pack.
  • Wilderness Pack: Bivouac sack, mess kit, camping stove, 3 butane canisters, flint and steel, 5 twenty-four-hour ration packs, electric lantern, 10 pitons, a compass, survival blanket, and signal whistle. The pack also has 50 feet of rope and grappling hook strapped to the side of it.

THE MEDIC

Level 5 Biochemist

The Medic is the team’s medical and biological expert, ranging from expertise with trauma medicine to chemical and biological warfare. With their ability to heal and investigate the human body, play the Medic class if you want to support your teammates with emergency medicine, identify or synthesize chemical agents, and attack your enemies with surgical precision.

Armor Class 13 (Undercover Vest) / 11 (Normal)
Hit Points 28 (5d8+0)
Speed 30ft
Initiative +1
Passive Perception 14
Passive Insight 14
Tools Proficiency First aid kit, Hacking tools, Laboratory equipment, and Surgeon's tools
STR DEX CON INT WIS CHA
Attribute 10 12 10 12 18 10
Modifier +0 +1 +0 +1 +4 +0
Saving Throws +0 +1 +0 +4 +6 +1

Skills

Acrobatics (Dex) +1
Athletics (Str) +0
Deception (Cha) +0
Espionage (Int) +1
Infiltration (Wis) +7
Infotech (Int) +1
Insight (Wis) +4
Intimidation (Cha) +0
Mechanics (Int) +1
Medicine (Wis) +7
Perception (Wis) +4
Persuasion (Cha) +0
Sleight of Hand (Dex) +1
Stealth (Dex) +1
Survival (Wis) +4
Tactics (Int) +1

Attacks

Unarmed Strike. Melee Weapon Attack. +3 to hit, reach 5 ft.,Hit: 1 bludgeoning damage.

Knife. Melee Weapon Attack. +4 to hit, reach 5 ft.,Hit: 1d4+1 piercing damage (light, finesse, thrown (range 20/60)).

Pistol, light. Ranged Weapon Attack. +4 to hit, range 40/160 ft.,Hit: 1d8+1 piercing damage (reload: 9 attacks, light).

Features

Internal Security (Background Feature)

Being familiar with the security software and structure of government servers, you have advantage with Intelligence (Infotech) checks while using computers with a government programming infrastructure.

First Aid (Class Feature)

You can tend to your wounded allies during a short rest. If you or one other friendly agent regains hit points at the end of the short rest by spending one or more Hit Dice, or using medical supplies, you can grant them an extra 1d6 hit points.

Diagnosis (Class Feature)

You can determine the type of disease a character has contracted, clearly recognize wounds, their cause, and the cause of death of a person provided you have the time to examine them and by making a Wisdom (Medicine) check. You can also identify the use of known poisons or toxins, dependant on the traceability of the toxin, at the discretion of the GM.

Vital Points (Class Feature)

Your knowledge of the human body allows you to exploit those weak points. If you attack using Dexterity with a weapon with the Finesse quality, you may add 1d6 bonus damage to the damage roll.

Chemistry (Archetype Feature)

You can create chemical compounds that affect the human body. Given the right tools and components you can create medicines, toxins and poisons, nerve agents, and other chemicals that affect the biological processes in living things, at the discretion of the GM

Resuscitation (Class Feature)

From 5th level, you gain the ability to resuscitate a deceased character with CPR. If the patient has been dead for less than 6 minutes, you can make a Wisdom (Medicine) check with a DC of 20. If you succeed, they are brought back to life, with 0 HP, but are not stable and must begin making death saving throws once more.

Equipment

  • A light pistol and a knife, an undercover vest, a medical pack, a first aid kit.
  • Medical Pack: A leather doctor's bag, vinyl gloves, face mask, pen and notepad, pen torch, painkillers, vials, petri dishes, swabs, stethoscope, watch.

THE RANGER

Level 5 Guerrilla Fighter

The Ranger is is a survivalist, able to endure the most inhospitable environments with little more than a few belongings. Soldiers of the wilderness, play the Ranger class if you want to thrive in treacherous locales, engage the enemy with devastating asymmetrical tactics, and rely on your natural senses to evade danger.

Armor Class 16 (Stab Vest) / 13 (Normal)
Hit Points 37 (3d10 +5)
Speed 30 ft
Initiative +3
Passive Perception 15
Passive Insight 15
Tools Proficiency Forensics tools
STR DEX CON INT WIS CHA
Attribute 10 16 12 14 14 10
Modifier +0 +3 +1 +2 +2 +0
Saving Throws +0 +6 +4 +2 +2 +0

ADVANTAGE: INT Saving Throws

Skills

Acrobatics (Dex) +3
Athletics (Str) +0
Deception (Cha) +0
Espionage (Int) +2
Infiltration (Wis) +2
Infotech (Int) +2
Insight (Wis) +2
Intimidation (Cha) +0
Mechanics (Int) +2
Medicine (Wis) +2
Perception (Wis) +2
Persuasion (Cha) +0
Sleight of Hand (Dex) +6
Stealth (Dex) +6
Survival (Wis) +2
Tactics (Int) +2

Attacks

Extra Attack. You can make 2 attacks per turn

Unarmed Strike. Melee Weapon Attack. +3 to hit, reach 5 ft.,Hit: 1 bludgeoning damage.

Machete. Melee Weapon Attack. +6 to hit, reach 5 ft.,Hit: 1d6 slashing damage.

Bow, compound. Ranged Weapon Attack. +6 to hit, range 80/320 ft.,Hit: 1d6+6 piercing damage (reload: 1 attack, two-handed).

Features

Specialist Subject (Background Feature)

From your years of academic and first hand research you have better knowledge than anyone on the planet about one specialist subject. You have advantage on any rolls relating to this specialist subject, and may discern any basic answers relating to this subject by asking the GM.

Natural Explorer (Class Feature)

You are particularly familiar with forest environments and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to forest terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost in a location you are familiar with.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other people or animals, you also learn their exact number, their sizes, and how long ago they passed through the area.

Danger Sense (Class Feature)

You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Fighting Style (Class Feature)

Marksmanship. You do not suffer disadvantage from attacking at long range with a ranged weapon.

Improvised Explosive Devices (Archetype Feature)

You gain proficiency with explosives. You may make improvised explosive devices from basic explosive compounds by making an Intelligence (Mechanics) check, at an appropriate DC set by the game master

Equipment

  • A machete, a compound bow with 20 arrows, a stab vest, a wilderness pack, and a knife.
  • Wilderness Pack: Bivouac sack, mess kit, camping stove, 3 butane canisters, flint and steel, 5 twenty-four-hour ration packs, electric lantern, 10 pitons, a compass, survival blanket, and signal whistle. The pack also has 50 feet of rope and grappling hook strapped to the side of it.

THE SOLDIER

Level 5 Platoon Leader

The Soldier is a combat specialist, versed in all manner of tactics and conflict. With a huge amount of modern warfare experience, play the Soldier class if you want to neutralize your enemy with military precision, withstand a huge amount of punishment and push yourself physically further than anyone else to achieve your objective.

Armor Class 15 (Undercover Vest) or 17 (Tactical Armour)
Hit Points 43 (5d12 +5)
Speed 30 ft
Initiative +4
Passive Perception 9
Passive Insight 9
Tools Proficiency First aid kits
STR DEX CON INT WIS CHA
Attribute 12 18 14 10 8 10
Modifier +1 +4 +2 +0 -1 +0
Saving Throws +4 +4 +4 +0 -1 +0

ADVANTAGE: STR Saving Throws

Skills

Acrobatics (Dex) +6
Athletics (Str) +4
Deception (Cha) +0
Espionage (Int) +0
Infiltration (Wis) -1
Infotech (Int) +0
Insight (Wis) -1
Intimidation (Cha) +3
Mechanics (Int) +0
Medicine (Wis) -1
Perception (Wis) -1
Persuasion (Cha) +0
Sleight of Hand (Dex) +4
Stealth (Dex) +4
Survival (Wis) -1
Tactics (Int) +0

Attacks

Extra Attack. You can make 2 attacks per turn

Unarmed Strike. Melee Weapon Attack. +7 to hit, reach 5 ft.,Hit: 1 bludgeoning damage.

Pistol, heavy. Ranged Weapon Attack. +7 to hit, range 30/120 ft.,Hit: 1d10+4 piercing damage.

Submachine gun. Ranged Weapon Attack. +7 to hit, range 40/160 ft.,Hit: 1d10+4 piercing damage. (special: burst fire)

Features

Rank (Background Feature)

You hold your choice of military rank in one of the military or paramilitary organisations around the world. You command the respect of any personnel of the same organisation that you outrank, and can order them to engage in activities on your behalf or follow you into a combat situation. While on good terms, you may be able to gain assistance from the organisation or requisition equipment or supplies from them for free. The higher the rank, however, the higher the responsibility, and your organisation may call on you for their own operations, obligating you to assist them.

Training (Class Feature)

CQB. You gain +2 bonus to attack rolls you make with a pistol at short range. In addition, you ignore disadvantage when making ranged attacks against targets within 5 feet with a pistol.

Adrenalin Burst (Class Feature)

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to gain temporary hit points equal to 1d10+3. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge (Class Feature)

Once, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.

Quickload (Class Feature)

Reloading is second nature to you, and you can reload your weapon during your Move, instead of your action in combat.

Fire Team Coordination

(Archetype Feature)

You may give one of your attacks to an ally you can communicate with, indicating a target to them. The ally makes a melee or ranged attack as normal, using their line of sight, abilities, proficiencies, and the weapon they are holding. If they are unable to make the attack for any reason, the attack is lost.

Equipment

  • Undercover vest, tactical armour, submachine gun, a heavy pistol, and a wet work pack.
  • Wet work Pack: Assault backpack, balaclava, camouflage BDU, cable ties, chem lights, torch, personal radio and headset, and webbing

THE TECHNICIAN

Level 5 Transporter

The Technician has extensive practical knowledge of technology, gadgets, and gear. Mechanics and gadgeteers, play the Technician class if you want to have a set of awesome personalized gadgets and perform impressive vehicular stunts, and adapt technology to suit your mission parameters.

Armor Class 16 (Undercover Vest)
Hit Points 30 (5d8+5)
Speed 40ft
Initiative +3
Passive Perception 10
Passive Insight 10
Tools Proficiency Mechanics tools, Hacking tools, Thieves’ tools
STR DEX CON INT WIS CHA
Attribute 10 16 12 16 10 12
Modifier +0 +3 +1 +3 +0 +1
Saving Throws +0 +6 +1 +6 +0 +1

ADVANTAGE: STR Saving Throws

Skills

Acrobatics (Dex) +3
Athletics (Str) +0
Deception (Cha) +1
Espionage (Int) +3
Infiltration (Wis) +0
Infotech (Int) +3
Insight (Wis) +0
Intimidation (Cha) +1
Mechanics (Int) +6
Medicine (Wis) +0
Perception (Wis) +0
Persuasion (Cha) +1
Sleight of Hand (Dex) +3
Stealth (Dex) +3
Survival (Wis) +0
Tactics (Int) +6

Attacks

Unarmed Strike. Melee Weapon Attack. +6 to hit, reach 5 ft., Hit: 1 bludgeoning damage.

Baton. Melee Weapon Attack. +6 to hit, reach 5 ft.,Hit: 1d4+1 bludgeoning damage.

Submachine gun. Ranged Weapon Attack. +6 to hit, rng 40/160ft., Hit: 1d10+3 piercing damage. (special: burst fire)

Features

Track and Field (Background Feature)

You can push yourself further than others, in short bursts. Once per mission, you may reroll any Strength or Dexterity check but must take the rerolled result.

Technical Services (Class Feature)

  • Personal Hardware: You have access to a number of permanent, personal gadgets. They require maintenance from you, but in return you know these items inside out. If you use a gadget that, due to its operation is expendable, like an explosive or a chemical compound, you are furnished with a replacement at the beginning of your next mission.These items remain in your inventory as long as you do not lose them, or get destroyed. You do not need to purchase gadgets granted by this class feature with the mission budget, but the cost to replace lost or destroyed items is the same as their cost outlined in the Gadgets chapter.
  • Acquiring New Gadgets: As you gain Technician levels, you can add gadgets of your choice to your kit for free. Each of these gadgets must be of a level for which you have gadget slots. This choice remains in your personal inventory until lost or destroyed.During your missions, you may be able to purchase other gadgets to use, but these will incur a cost to the mission budget. Your own gadgets can be equipped for free.

Repairing Equipment (Class Feature)

You can heal an object’s hit points, or restore a piece of equipment to function, provided you have the appropriate tools and resources. Simple objects of small or tiny size can be restored to full hit points with a single action, while larger objects can be mended for 1d4 HP with an action, or the GM may estimate a time until the larger object is made good.More complex equipment or gadgets can be repaired by making an Intelligence (Mechanics) check against a DC chosen by the gamemaster depending on its complexity, and the item may take more than one action to be restored to working order.

Technical Wizard (Class Feature)

From 3rd level you have a great aptitude with gadgets and field equipment, able to use them with an unrivalled precision. You have 3 technical points, which you can spend on the options below. You regain all spent technical points when you return to your agency's headquarters.

  • Overclocked Gadget: When you roll damage for a gadget, you can spend 1 technical point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. You can use the Overclocked Gadget technique even if you have already used a different technique during the gadget’s operation.
  • Rapid Deployment: When you use a gadget that requires an action to use, you can spend 2 technical points to use the gadget as a bonus action.

Advanced Course (Archetype Feature)

You gain a +2 bonus to checks to operate cars

THE TECHNICIAN

Personal Gadgets

  • Tailored Armor: 1st-level undercover vest. You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor, even if you lack the proficiency with the armor’s type.
  • GPS Tracker, pill: 1st-level electronic device. This pill contains a traceable GPS transponder that sends its location to a base station. It is undetectable, but indigestible, meaning it only has a use of 10-24 hours until it is excreted.
  • Video Camera, disguised: 1st-level surveillance device.This video camera is the size of a pinhead, and is disguised in the button of an expensive shirt. It records and transmits video, and is connected to a battery pack that can be secreted or pocketed.
  • Suppressor: 1st-level weapon attachment. When you fire a weapon equipped with a suppressor it cannot be heard within its long range, and within its short range a DC 15 Wisdom (Perception) check is required to detect the shot’s noise.
  • Augmented Reality Glasses: 2nd-level clothing. Augmented reality (AR) glasses use modern projection technology to overlay graphics in the wearer’s field of vision, letting them view data ‘over the top’ of their normal vision. Information can be smartly overlayed in real time based on your view, indicating enemies behind cover, people of interest, track people and vehicles in real time, or give you information pertaining to other weapons, gadgets, vehicles, or the mission—like ammunition, speed, or objectives. The glasses take any style you decide, and include a GPS locator, WiFi connection, satellite uplink, camera, and microphone.

Equipment

  • A submachine gun, a baton, mechanics tools, tailored undercover vest and an infiltration pack.
  • Infiltration Pack:. Includes a backpack, burglary clothing, a bag of 1,000 ball bearings, 10 feet of wire, red headlamp, a crowbar, a hammer, 10 pitons, a torch, 5 days rations, a lighter, and a canteen. The pack also has 50 feet of rope and grappling hook strapped to the side of it.
 

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