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[5e] Class: Harper Agent

Harper Agent

Dedicated to fighting evil, seeking out forgotten lore, and preserving the balance between nature and civilization, the Harpers are a semi-secret organization spread across Faerûn.

Comprised most frequently of Bards, the Harper Agents are the eyes and hands of the Harpers in the field.

The Harper Agent

Level

Features

1st

Harpers Inspiration

2nd

Harper Spellcasting

3rd

Blessings

4th

Ability Score Improvement

5th

Additional Blessings

6th

Mystra’s Boon

 

Prerequisites

In order to advance as a Harper Agent, you must meet the following prerequisites (in addition to the multi-classing prerequisites for your existing class):

  • Any good alignment. Harpers actively seek to thwart evil and only accept those who commit to do so into their ranks.
  • Charisma 13. Harper Agents leverage their influence over people to thwart evil and preserve ancient knowledge. The ability to influence others without resorting to brute force is essential.
  • Character Level 5. Before becoming known as a Harper Agent you must have built a reputation for yourself, and be known for your prowess. While Harpers act behind the scenes, they seldom recruit new agents that have yet to prove themselves.
  • Proficiency in the Investigation Skill. Harper Agents are often called upon to investigate strange occurrences and mysteries. Often they must fend for themselves and lead investigations without access to the network of resources that the Harpers have built over time.
  • You must have the ability to cast spells of at least 3rd level.

Class Features

As a Harper Agent you gain the following class features.

Hit Points

Hit Dice: 1d8 per Harper Agent level.

Hit Points per Level: 1d8 (or 5) + your Constitution modifier per Harper Agent Level.

Proficiencies

Tools: None
Saving Throws: None
Skills: None

Equipment

The Harper Agent prestige class does not grant any special equipment.

Harper Inspiration

Starting at 1st Level you may add their level to any Charisma, Intelligence, or Wisdom based ability check you make.  This ability may be used after the d20 is rolled, but must decide before the DM says whether the roll succeeds or fails.  You may use this ability once per long rest, and you gain an additional usage between rests at 3rd and 5th level.

Harper Spellcasting

Starting at 2nd Level, Harper Agents continue their previous magical studies in a single class that grants them spell casting abilities.  When determining level specific spells known or memorized and slots available for that class, you add your Harper Agent level, divided by 2, rounded down to your other class level.  This feature does not affect any other abilities gained by the original class.

Blessings

At 3rd level you may choose one of three blessings – Deneir’s Eye, Lliira’s Heart, or Tymora’s Smile.  When you reach 5th level, you may choose an additional blessing.

Deneir’s Eye

You gain advantage on skill or ability checks related to anything written, including glyphs, symbols, runes, and musical notation.

Lliira’s Heart

You may expend a single use of Harper’s Inspiration to allow an ally within 15 feet advantage on a saving throw against a charm or fear effect.

Tymora’s Smile

You may use a reaction to expend a two uses of Harper’s Inspiration to grant an ally within 15 feet advantage on an ability check, attack roll, saving throw, or skill check.  This may be declared after they roll, but before the DM decides if the roll succeeded or failed.

Ability Score Improvement

When you reach 4th level you can increase one ability 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 above 20 using this feature.

Mystra’s Boon

At 6th level you have advantage on all saving throws against spells and other magical effects.

Currently unrated
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