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Internal Security Agent


Hit Points

Hit Dice: d6 per Internal Security Agent level
Hit Points at first Level: 6 + CON Modifier
Hit Points at Higher Levels: 1d6 (or 4) + CON Modifier per Internal Security Agent level after 1st

Proficiences

Armor: Light Armor
Weapons: Simple Melee, Light Firearms
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two:
  • Acrobatics
  • Arcana
  • Deception
  • History
  • Insight
  • Investigation
  • Intimidation
  • Sleight of Hand

Overview & Creation

Clad in a black suit and tie, Internal Security Agents are infamous for being well-equipped to deal with any situation which may arise when dealing with problems of internal security. Sites often commission new technologies made to be put into small gadgets for their Internal Security Agents, and the Intelligence Agency works closely in association with Internal Security Forces to put down uprisings of Foundation personnel, equipping them with all the necessary equipment to deal with such mutinous insurrections.   The Internal Security agent is typically only hired from Intelligence Services of Major World Governments, such as the CIA, MI6, FIS, etc. These world governments typically only hire the most competent and forward-thinking individuals who they can find, leading to very competent and loyal agents. Internal Security Agents are typically well-disciplined and in some facilities follow a code-of-silence of sorts. Although not explicitly built for combat, Internal Security Agents can be called at a moment's notice to engage in combat, and has access to certain instruments which allow them to take control of the battlefield and bring the odds into the favour of their side.   Quick Build   To quickly make an Internal Security Agent, make sure you focus on Wisdom, as this is the skill used when utilizing your gadgets. Following Wisdom, if you intend on choosing the interrogator subclass, Charisma should be your next best ability score. On the other hand, if you intend on choosing the gadget master subclass, Constitution or Dexterity should be your next best ability score.


Class Features

Power Efficiency   The Foundation has equipped you with a power bank which stores some of the wasted energy from the gadgets.   Once per day, you may use the power bank during a short rest to recover expended gadget slots. The gadget slots must have a combined level that is equal to or less than your internal security agent level. For example, if you are a level 6 agent, you may choose to restore 2 level three gadget slots, or 3 level two gadget slots, or 6 level one gadget slots (or you may mix and match).   Specialty   At level two, you may choose a specialty (subclass). Your specialty grants you abilities at levels 2, 6, 10, and 14.   Ability Score Improvement   When you reach level four, and again at levels eight, twelve, sixteen, and nineteen, you can increase one ability score of your choosing by two, or you can increase two separate ability scores by one. You may not increase an ability score beyond level twenty using this feature.   If you feel so inclined, you may forego an ability score improvement in order to instead get a feat.   Gadget Efficiency Improvement   At level eighteen, you may choose two gadgets in your arsenal, one level 1 gadget and one level 2 gadget, and you may improve their energy efficiency. Casting these two improved spells does not take a gadget slot. If, however, you wish to supercharge these two gadgets, it will use a gadget slot as normal.   Spending eight hours in a laboratory or workshop, you may remove the efficiency augment from one gadget and implant it to another gadget of the same gadget level.   Signature Gadget   After you reach the twentieth level, you may gain such mastery over two level three gadgets, that they require little effort/energy to utilize.   Choose two third level gadgets to be your signature gadgets. You always have these two gadgets calibrated, and they do not count against the number of gadgets you can have calibrated at any one time. You may cast each one of them once at normal charge without expending a level three gadget slot. After you have done so, you may not utilize them for free again until a short or long rest.   If you want to cast either gadget at a supercharged level, it requires you to utilize the gadget slot as normal.


Starting Equipment

Pick one from each bullet:

  • L3 Access Keycard
  • (a) Stun Baton or (b) a Simple Melee weapon of your choosing
  • (a) Component Pouch or (b) Supercharged Battery
  • (a) Field Pack or (b) Science Pack
  • Fine Clothing (a Suit of your choosing)
  • Gadget Holster

 


Spellcasting

As an internal security agent of the Foundation, you have been given access to various gadgets which can effect a combat or non-combat situation in many different ways. Some of these gadgets are anomalous, others not. When the complete gadget list for the security agent class is completed, it will be posted here.   Cantrips   At 1st level, you have access to three cantrips (or basic gadgets which you can utilize at any time without using a gadget slot). You may gain access to further cantrips at higher levels. See the Internal Security Agent advancement chart.   Gadget Holster   Beginning at level 1, you have a gadget holster which holds five level 1 gadgets of your choosing.   Preparing and Using Gadgets   The advancement table (below) shows you how many gadget slots you have at each level. To utilize a gadget, you must expend a gadget slot. All gadget slots are regained at a long rest where you have access to electricity (to charge your gadget slots).   Before utilizing a gadget in the field, it must be calibrated and prepared. To calibrate gadgets, choose a number of gadgets equal to your WIS Modifier + your IS Agent level (minimum 1). You must have an available gadget slot for the gadgets you are choosing to calibrate. At the end of a long rest, you may change which gadgets are calibrated, but must spend time calibrating them (at least 1 minute per gadget calibrated).   For example, as a level three you have four level 1 gadget slots and two level 2 gadget slots. If you have a Wisdom score of 16, then you may choose (3+3=6) 6 level 1 or level 2 gadgets to calibrate.   Gadget Ability   Wisdom is your gadget-using ability. You use your Wisdom whenever a gadget refers to gadget-using or spellcasting ability. In addition, you may use your WIS modifier when setting the saving throw DC for gadgets and when making an attack roll with certain gadgets.       Gadget Save DC = 8 + Proficiency Bonus + Wisdom Modifier   Gadget Attack Modifier = Proficiency Bonus + Wisdom Modifier     Supercharging Gadgets   You may use a supercharged battery to enhance gadgets. Using a supercharged battery will allow the gadget to fire at an enhanced power level. For each supercharged battery used, it acts as though it has been fired at a higher power level than it typically is, but it still only utilizes the gadget slot that it typically would at that power level.   Alternatively, you can utilize a gadget at a higher power level without using a supercharged battery. In this case, it will utilize a higher gadget slot.   Gaining New Gadgets   Each time you gain an internal security agent level, you may add two gadgets to your gadget holster. Each of these newly acquired gadgets must be of a level that you have gadget slots for (see advancement chart). On your adventures, you may find stray gadgets or gadgets that enemies have been using, which you may pick up and add to your gadget holster.  

Gadget List

  Cantrips   Inverse Mending Device, Pain Instiller, Letter Fabrication Device, Physical Unbinder, Reactive Discombobulator, Cryonetic Chill Device, Illuminator, Tesla Coil Manipulator   Power Level One   Hysterical Joy Evocation Device, Avian Summonation Device, Orb Harnasser, Chrono Decelerator , Thaumaturgical Ammunition Fabricator, Forceful Air Relocation Device, Life Draining Device, Rick's Failed Combustion Machine, Shielding Imploding Nanobot Dispersion Device, Life Infuser, Concentrated Fogging Machine, Maxwell's Great Lightening Bolter , Richtofen's Thermal Missile Launcher, Sleepification Machine, Siphoner, Arc-Flame Spewer   Power Level Two   Perception Paralyzation Ray, Blurification Warder, Enhancifier, Resizer, Guided Flamethrower, Wind Reallocation Device, Iola's Metallic Thermal Energy Distributer, Creature Immobilizer, Cloaking Device, Weapon Enhance-o-matic   Power Level Three   Ontological Stabilization Device, Lightning Attraction Rod, Thermal Energy Balled Distributor, Tesla Cannon, Chrono Regression Device, Infernal Beam Distributor, Leonardo's Ball Machine   Power Level Four   Dunnaway's Memetic Display, Stupifier, Guardian Angel, Zoologistic Transformater, Light Vaporization Beamer, Deathly Life Sucking Machine   Power Level Five   Neurotoxin Dispenser, Telekinetic Manipulator, Thaumaturgical Wall Construction Device, Chromatic Combustion Targeter, Constructive Drainer, Infernal Strand Field Generator   Power Level Six   Tesla Chain-gun, Mass Suggestion Machine, Choreography Cannon, Hazardous Light Redirection Machine, True-Sight-o-matic, Mechanical Claw Deployer   Power Level Seven   Cryo Cannon, Forceful Imprisonment Device, Gorgonic Beam Device, Dr. Wondertainment's Last Laugher, Generic Off-the-Shelf Multipurpose Blaster, Cognitohazard Distribution Nexus   Power Level Eight   Vacuum Creator, Ontological Stabilization Field, Greater Cognitive Disabler, Telepathic Communicator, Greg's Eradicator, Astral Blaster   Power Level Nine   Prismatic Harness, Extreme Climate Control Device, The Lazarus Device, Manhattan Device, Necro-Miasmatic Death Machine, Necro Cannon


Subclass Options

Gadget Master.   You have focused on the more interesting side of internal security: gadgets. The many gadgets that the Foundation has made for their internal security agents fascinate you and you have devoted your time to mastering their usage.   Emergency Calibration   Beginning at level two, you may attempt to calibrate an uncalibrated gadget in combat. Make a Dexterity ability check. If it passes a DC 15 check, it takes one bonus action. If it passes a DC 10 check, but not a DC 15 check, it takes a normal action. If it does not meet the DC of 10, you are unsuccessful. Any gadget which is emergency calibrated in combat becomes uncalibrated at the end of the combat. Emergency calibrated gadgets do not count against the number of calibrated gadgets you are allowed.   Energy Reallocation Subroutine   Beginning at level six, whenever you use a gadget and expend a gadget slot, you may regain a gadget slot of a lower level than the one expended. For example, if you used a level three gadget, you may restore a level two or level one gadget slot which has been already expended.   Gadget Construction   Beginning at level ten, you may, in a workshop, construct gadgets with new effects (DM's Discretion). The amount of time and expense to create a gadget depends upon the effects. Any gadgets constructed must be of strength level five or lesser.   Gadget Master   Beginning at level fourteen, there is a 10% chance (roll a d100, DC 90) that whenever you use a gadget, the gadget slot that would normally be expended is bypassed, and you do not lose a gadget slot. This does not apply to supercharged gadgets.   The gadgets you can construct can now be up to a strength level of 7.   Finally, you also gain an additional 1st, 2nd, and 3rd level gadget slot.   Interrogator.   The Foundation hires many interrogators in their internal security divisions in order to ascertain information from captured agents of groups of interest and from people of interest. Your years as an interrogator have hardened you and given you skills for utilization on the field.   Expose Weakness   Beginning at level two, you may choose to, as a bonus action in combat, expose the weakness of an enemy, granting a bonus depending on the weakness exposed. If you are rendered frightened, panicked, paralyzed, stunned, or unconscious, the effect does not end, but you do not gain any of the bonuses until you are restored. This feature has a number of charges equal to 3 + your CHA Modifier (minimum one). The number of charges increases every three levels (i.e. level five, level eight, level eleven...) by one to a natural maximum of nine charges at level twenty. You may expend an additional charge of Expose Weakness to add your Charisma Modifier to the bonus given.   Weak. This individual is a very weak individual. All damage rolls against them gain a +1 Modifier.   Sluggish. This individual is very slow to dodge. All attack rolls against them gain a +1 Modifier.   Inaccurate. This individual has a poor aim. When they fire at any ally, they have a +1 AC against that attack.   Ineloquent. This individual has a bad time using words. Whenever they attempt to persuade, threaten, or otherwise influence an ally using their words, allies gain a +1 to WIS and CHA saving throws.   Interrogation Technique   Beginning at level two, if you do not have it already, you gain proficiency in the Intimidation skill. You gain expertise in the Intimidation skill, as well.   You also gain access to a new gadget which can be used when persuading or intimidating someone, which increases your efficacy. It is a first-level gadget. It does not require calibration to be used nor does it count against the number of calibrated gadgets you are allowed.   Gadget Granted: Special Interrogation Device   Frightening Physique   Beginning at level six, when an enemy attacks you with a weapon and their attack roll is below your Charisma Modifier, they are frightened for one round. You also gain access to a cantrip-level gadget which allows you to frighten people from a distance. It does not require calibration to be used nor does it count against the number of calibrated gadgets you are allowed.   Gadget Granted: Terrification Infuser   In addition, when wearing Fine Clothing (Suits, Vests, etc.) you have advantage on intimidation rolls.   Evasion   Beginning at level ten, your instinctive agility lets you dodge out of the way of certain area effects, such as a grenade or rocket propelled grenade. When you are subjected to an effect that allows you to make a Dexterity saving throw to take reduced or no damage, you always take no damage if you succeed on the saving throw, and only half damage if you fail.   Peerless Interrogator   Beginning at level fourteen, you have gained a fearless and unconquerable mindset. You may no longer be charmed or frightened, unless you allow yourself to be.


LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Gadget Usage, Power Efficiency32--------
2nd+2Specialty33--------
3rd+2-342-------
4th+2Ability Score Improvement443-------
5th+3-4432------
6th+3Specialty Feature4433------
7th+3-44331-----
8th+3Ability Score Improvement44332-----
9th+4-443331----
10th+4Specialty Feature443332----
11th+4-4433321---
12th+4Ability Score Improvement4433321---
13th+5-44333211--
14th+5Specialty Feature44333211--
15th+5-443332111-
16th+5Ability Score Improvement443332111-
17th+6-4433321111
18th+6Gadget Efficiency Improvement4433331111
19th+6Ability Score Improvement4433332111
20th+6Signature Gadget4433332211

Created by

A Chris.

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