A Dunmer Agent watches


Agents are operatives and spies that are effectively skilled in deception and disguise, but have trained in the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or work for nobles, guild-masters, sovereigns, and anyone else who can afford them.

Agent Features
Level Feature
3rd Master of Disguise, Ambush
9th Infiltration Expert
13th Imposter
17th Eternal Deceit, Master Strategist

Master of Disguise

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, and one gaming set of your choice. You also learn two languages of your choice. If you are already proficient with the disguise kit, choose a different tool from those listed in the rogue's proficiencies.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.


At 3rd level, your Precise Attacks are more effective. When you use a Precise Attack, you roll 1 additional Precision Die of the same dice type.

When you reach 9th level in this class, you roll 2 additional Precision dice, and you roll 3 additional Precision dice at 15th level.

Infiltration Expert

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 100 septims to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Other characters believe you to be that person until given an obvious reason not to.


At 13th level, you gain the ability to unerringly mimic another person's speech, writing and behavior. You must spend at least 3 hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Personality (Deception) check you make to avoid detection.

Eternal Deceit

Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Personality (Deception) check contested by the mind reader's Willpower (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic.

Master Strategist

Also at 17th level, you can use a bonus action to direct one of your willing companions to strike. Choose a friendly creature that is within 60 feet of you that can see or hear you. That creature can make a melee or ranged attack with its reaction.