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Agent

Many organizations active across the world aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (People who guard caches of wealth or magic for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart.

Skill Proficiencies

Nature, Survival, Poisoner's Kit

Languages

Choose one of Elvish, Giant, or Kraul

Equipment

An insignia, a Poisoner's Kit, a pet beetle or spider, a set of common clothes, and a pouch.

Starting Gold

10 GPs

Features

Undercity Paths

You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through a certain city that you chose with your DM. When you aren't in combat, you and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the light of the surface world, so your journey isn't guaranteed to be safe.

Enhance Poison

Dealing with assassins, alchemists, and unscrupulous people has allowed some of their knowledge to rub off on you. While you have your Poisoner’s Kit on you, you can spend one hour increasing the CON DC of a poison by one. This change lasts for one hour. You can use this feature once per long rest.

Personality Tables

Contacts (1D8)

Roll Result
Convinced that the rest of the world is out to get you, you find it easy to form close bonds with your guild mates, and harder to make meaningful connections with others.
Roll twice on the Contacts table for an ally and a rival.
1 One of my parents is an elite assassin.
2 I learned combat from a kraul.
3 I know a medusa who is stationed in the guildhall.
4 I had a torrid romance with a spore druid responsible for a large rot farm.
5 There's a troll in a remote area of the undercity who seems to find me interesting - and who knows more than you'd think.
6 An elf lich is determined to see me become a lich someday, too.
7 A medusa decided it would be more fun to recruit me into the guild than to kill me.
8 I know a broker who can locate just about anything, for the right price.

Personality Traits (1D8)

Roll Result
1 Remember, I could kill you in your sleep. Or put centipedes in your bedroll.
2 I like to remind people of their inevitable demise.
3 Sometimes I give voice to the whispers of the rot, which I hear but no one else does.
4 I do my best to discourage anyone from approaching or talking to me.
5 I have accepted my death. Hence, I don't fear it.
6 Like roots growing through stone, I am relentless and determined in my actions.
7 I put my knowledge of anatomy to use by narrating the injuries my enemies suffer in grisly detail.
8 Like a wild animal, I lash out viciously when I'm provoked - and I'm easily provoked.

Ideals (1D6)

Roll Result
1 Guild. My guild is all that really matters. (Any)
2 Stoicism. All of us are part of the cyclical march of nature, which will continue with or without us. (Neutral)
3 Nature. The natural world is more important than the edifices of the city and civilization. (Neutral)
4 Interdependence. We are all part of nature's web. (Lawful)
5 Ambition. The time of my ascendance is at hand, and I intend to have a prominent place in the new world order. (Evil)
6 Live and Let Live. Meddling in the affairs of other guilds is a great way to get squashed like a bug. (Neutral)

Bonds (1D6)

Roll Result
1 I cherish the finger of a family member who was petrified by a medusa.
2 I have an identical twin who is as different from me as any person could be.
3 I want to lead one faction of the guild to a new position of dominance.
4 I love spending time in the moss-covered building where I took part in my first reclamation mission.
5 I found something in the sewer that must never come to light.
6 I am forever grateful to the reclaimer who found me floating facedown in the sewer, moments from death.

Flaws (1D6)

Roll Result
1 Death comes for us all, so you can't expect me to take care of someone who can't fight it off.
2 I assume that anyone outside my guild looks down on me.
3 I feel a need for revenge against those who enjoy the privilege of living above ground.
4 I don't bother to couch my opinions in flattering words.
5 I can't help but pocket any trinket or coin I come across, no matter how worthless.
6 I'm convinced that I'm better and stronger than members of other guilds, isolated as they are from the realities of life and death.