Polychrome
Agent

Agent

Lurks in Shadow

Agents represent those adventurers whose expertise was gained through extensive training and education, usually on behalf of a political, cultural or economic faction. On Oda there many factions secretly competing for money, power and influence. Kingdoms, fraternal lodges, commercial cartels and criminal syndicates all train agents with skills intended to further their purposes.

Occasionally, these agents go rogue and work according to their own will.

Hit Dice

Hit Die
D8 per Agent Level
Hit Points at 1st Level
8 + your Constitution modifier
Hit Points at Higher Levels
D8 (or 5) + your Constitution modifier per barbarian level after 1st

Proficiencies

Saving Throws
Intelligence and Dexterity.
Skills
Choose any 3.
Armor
Light.
Weapons
Simple, Smallsword, and Wheellock Pistol.
Tools
Choose one from Disguise Kit and Thieves’ Tools.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Agent Level Advancement Table

Level Proficiency Bonus Abilities
1 +2 Faction and Spellcasting
2 +2 Field Dressing and Jack of All Trades
3 +2 Faction Feature
4 +2 Ability Score Improvement
5 +3  
6 +3 Faction Feature
7 +3  
8 +3 Ability Score Improvement
9 +4  
10 +4 Magical Secrets
11 +4  
12 +4 Ability Score Improvement
13 +5  
14 +5 Faction Feature and Magical Secrets
15 +5  
16 +5 Ability Score Improvement
17 +6  
18 +6 Magical Secrets
19 +6 Ability Score Improvement
20 +6 Faction Feature

Spellcasting

Agents are trained to untangle and reshape the fabric of reality through skills and discipline. Your Spells are part of your vast repertoire, magic that you can tune to different situations. Agents cast spells from the Bard spell list. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Spell Slots by Level

Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 4 2
2nd 2 5 3
3rd 2 6 4 2
4th 3 7 4 3
5th 3 8 4 3 2
6th 3 9 4 3 3
7th 3 10 4 3 3 1
8th 3 11 4 3 3 2
9th 3 12 4 3 3 3 1
10th 4 14 4 3 3 3 2
11th 4 15 4 3 3 3 2 1
12th 4 15 4 3 3 3 2 1
13th 4 16 4 3 3 3 2 1 1
14th 4 18 4 3 3 3 2 1 1
15th 4 19 4 3 3 3 2 1 1 1
16th 4 19 4 3 3 3 2 1 1 1
17th 4 20 4 3 3 3 2 1 1 1 1
18th 4 22 4 3 3 3 3 1 1 1 1
19th 4 22 4 3 3 3 3 2 1 1 1
20th 4 22 4 3 3 3 3 2 2 1 1
Cantrips
You know two Cantrips of your choice from the bard spell list. You learn additional bard Cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
Spell Slots
The Agent table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level Spells of your choice from the bard spell list.
You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard Spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your bard Spells. Your magic comes from the focused discipline and technical refinement of your training. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for a bard spell you cast and when Making an Attack roll with one.
Spell save DC
8 + Proficiency bonus + Intelligence modifier
Spell Attack modifier
Proficiency bonus + Intelligence modifier
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use your membership emblem (see “Equipment”) as a spellcasting focus for your bard Spells.

Abilities

Faction
At level one, an agent joins a faction. You are awarded an emblem, signifying your membership to the organization, and your rank within it. This emblem is your spell casting focus.
Field Dressing
Beginning at 2nd level, you can use your medical training to help revitalize your wounded allies during a Short Rest. If you or any friendly creatures within 30 feet regain hit points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Magical Secrets
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two Spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen Spells count as bard Spells for you and are included in the number in the Spells Known column of the Agent table. You learn two additional Spells from any class at 14th level and again at 18th level.
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.
Faction Feature
You are promoted at 3rd level, grants you a new faction feature, and again at 6th and 14th level. At 20th level, you acquire the faction mastery feature.

Hmonqi Paw Lodge

Faction: Hmonqi Paw Lodge

The Hmonqi Paw Lodges originated as secretive revolutionary cells in the Banana Kingdoms. The lodges of the Banana Kingdom are largely suppressed or co-opted now. Despite this, the Tradelands have many lodges, which act mostly as social clubs and economic support networks for the Hmonqi diaspora. However, some conspiratorial lodges still plot the overthrow of the One True Monkey Kings.

Level Progression Table

Lvl Abilities
3 Escape and Evasion Training
6 Intrusion Training
14 Surveillance Training
20 Hmonqi Lodge Master

Abilities

Escape and Evasion Training
You have undergone extensive training in climbing, running, swimming and jumping. You become proficient in the Athletics skill. You may use your Dexterity score modifier with your Athletics score intead of Strength.
Intrusion Training
Gain proficiency with Stealth and Thieves Tools. If you are already proficient, you may double your proficiency.
Surveillance Training
Gain proficiency with Perception and Investigation skills. If you are already proficient, you may double your proficiency.
Hmonqi Lodge Master
You have become a master of the Hmonqi Paw Lodge. You gain several benefits:
  • You and your party may stay in any Hmonqi Lodge safehouse, free of charge
  • You may borrow up to 1,000 GP, at no interest for 1 month. You must pay 10% interest per month after that.
  • You may take any non-magical weapons or equipment needed from a lodge armory.

The Tide

Faction: The Tide

The Tide is a secretive faction deeply embedded in the cultural and economic fabric of Alamar. Established by the city’s ruling matriarchs, The Tide’s primary mission is to ensure the unity and dominance of Alamar over the Marian diaspora and uphold its secretive influence across various settlements.

Level Progression Table

Level Abilities
3 Covert Communication
6 Economic Sabotage
14 Deep Cover Operations
20 Master of Tides

Abilities

Covert Communication At 3rd level, agents are trained in a sophisticated system of secret signs and encrypted messages. You gain proficiency in the Deception and Persuasion skills. If you are already proficient, you may double your proficiency.

Economic Sabotage By 6th level, agents are skilled in the art of economic disruption. Once per long rest, you can choose to disrupt a business or trade operation within a city. This action can cause a target enterprise to lose significant revenue, leading to a temporary shutdown or loss of influence in the local market. The effect lasts for 1d4 days, during which time the enterprise’s operations are halved in efficiency.

Deep Cover Operations At 14th level, your ability to infiltrate and blend into enemy organizations reaches its peak. You gain proficiency with the Disguise Kit if you do not already have it, and may double your proficiency when using it. Furthermore, you have access to the faction’s network of false documents, safehouses, and forged credentials, giving you a seamless cover identity for any mission.

Master of Tides Reaching 20th level signifies your mastery over the clandestine arts and your pivotal role within The Tide. You can command significant resources and personnel of The Tide for major operations. Additionally, once per month, you can call upon The Tide to perform one major act of espionage, sabotage, or economic manipulation that can significantly alter the course of political or economic events in a region.

Faction Features

Tide’s Whisper Members of The Tide carry a special emblem, known as the Tide’s Whisper, which serves as a spellcasting focus for their operations. This emblem also grants them safe passage and anonymous access to hidden safehouses and caches maintained by the faction across various ports and cities.

With these refined abilities and structures, The Tide remains one of the most elusive and powerful factions within Alamar, playing a crucial role in maintaining Alamar’s supremacy and the strategic balance of power throughout the Marian archipelago.