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.
Class Features
Level 1
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.
Spellcasting
You cast spells from the Bard spell list using Intelligence as your spellcasting ability. You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Level 2
Field Dressing
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, each of those creatures regains an extra 1d6 hit points. This increases to 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
Jack of All Trades
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Level 3
Faction Feature
You are promoted, granting you a new faction feature, and again at 6th and 14th level. At 20th level, you acquire the faction mastery feature.
Level 4
Ability Score Improvement
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.
Level 10
Magical Secrets
You have plundered magical knowledge from a wide spectrum of disciplines. Choose two Spells from any class. The chosen Spells count as bard Spells for you. You learn two additional Spells from any class at 14th level and again at 18th level.