5E Rogue: Agent

The following homebrew adds a modern option to the Rogue class in 5E TTRPGs. All of the core Rogue class abilities can stay rules as written; see the official 5E System Reference Document (SRD v5) for details. Note: This subclass has not yet gone through playtesting.

Agent

Specialists in covert operations, Agents blend espionage, infiltration, and subversion with cutting-edge tools and nerves of steel. Whether you’re a secret operative, a corporate infiltrator, or a cyber-espionage field agent, your training focuses on speed, stealth, and improvisation.

Level 3: Quick Hands

You’ve mastered sleight-of-hand and field manipulation techniques. As a Bonus Action, you can do one of the following:

Bypass Security. Make a Dexterity (Sleight of Hand) or Utilize tools to pick an electronic lock, disable a security sensor, or plant a tracking device using your Hacking Kit or Security Kit.

Utilize Equipment. Take the Utilize action to activate a gadget or device, or take an action to use a technological or energy-based item that requires such an action (such as a stim injector, nanite tool, or energy beacon).

Level 3: Vertical Mobility

Your training prepares you to infiltrate vertical environments and access hard-to-reach locations.

Climber. You gain a Climb Speed equal to your Speed.

Acrobat. When determining your jump distance, use your Dexterity modifier instead of your Strength. You also reduce any falling damage you take by an amount equal to five times your level in this class.

Level 9: Ghost Protocol

You gain the following Cunning Strike option:

Ghost Strike (Cost: 1d6). If you are under the effects of the Hidden or Invisible condition (from camouflage, optical cloaking, or environmental concealment), this attack does not end that condition as long as you end your turn behind three-quarters cover or total cover.

You leave no trace of muzzle flash, sound signature, or heat bloom detectable by normal sensors.

Level 13: Use Advanced Systems

You’ve mastered alien tech and experimental prototypes.

Attunement. You can interface with up to four special or restricted devices simultaneously (weapons, exosuits, AI assistants, or experimental gear).

Power Efficiency. Whenever you use a device or gadget that expends charges or energy cells, roll 1d6. On a 6, you use the function without expending the resource.

Data Access. You can operate or decrypt any digital file or encrypted database using an Intelligence check with appropriate tools (Hacking Kit, Engineering Kit). When using a data chip or program module designed for another class or role, make an Intelligence check (DC 10 + the device’s rating level). On success, you execute the function; on failure, the module crashes or wipes itself.

Level 17: Tactical Reflexes

Your combat awareness allows you to strike or reposition faster than any opponent expects.

At the start of combat, you can take two turns during the first round. You take your first turn at your normal Initiative and your second turn at Initiative –10.

This ability represents augmented reflexes, tactical overlays, or combat drug boosts that temporarily accelerate your perception of time.