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Source: UA15 - Underdark Options (20.08.2026)

Outwit Your Foes with Charm and Subterfuge
The drow houses of Menzoberranzan conspire against each other in a great game of status and sabotage that expands far beyond the city’s limits. When a house needs a specialized tool to further its interests without arousing suspicion, it calls in a house agent.
Using the tools and training of their sponsor, a house agent is a master infiltrator, capable of insinuating themself into their target’s life and striking while their target’s back is turned.

Loyalty Test

Each house agent is required to prove their loyalty before their sponsor allows them into the inner circles of the organization. You can roll on or choose a result from the House Agent Origins table to inspire the incident that made you a full-fledged member of your house.

House Agent Origins
1d6 You Proved Your Loyalty By…
1 Taking the fall for another person’s crime and serving their jail sentence.
2 Assassinating a powerful political figure.
3 Renouncing all personal ties and worldly possessions and adopting a new identity.
4 Uncovering an incriminating secret about a member of another house.
5 Withstanding a torturous interrogation without divulging house secrets.
6 Sacrificing a family member for the benefit of your sponsor.
Using Other Sponsors

Though this Rogue is designed to work with the backing of a drow house of Menzoberranzan, a House Agent might instead have the backing of another large group. They could belong to a duergar clan, a religious order, or a faction such as Bregan D’Aerthe or the Zhentarim. Or your Rogue could have had multiple sponsors—perhaps they first worked for a drow house, then defected to serve another cause.

Level 3: House Insignia

You gain a magical token in the form of a brooch or coin that marks you as an agent of your sponsor and that bears their heraldry. While you have this insignia, you can cast certain spells with it. Charisma is your spellcasting ability for spells you cast with your insignia.
Cantrips. You learn the Friends cantrip.
Find Familiar. You can cast the Find Familiar spell but only as a Ritual. Your sponsor provides the Material component for your first casting of this spell. You must choose the Spider form for your familiar.
Insignia Spells. When you reach a level specified in the Insignia Spells table, you learn the listed spells. Once you cast a spell using your insignia, you can’t cast that spell again until you finish a Long Rest.

Insignia spells
Rogue Level Prepared Spells
3 Charm Person
5 Suggestion
9 Hypnotic Pattern

Losing Your Insignia. If you lose your insignia, your house finds a way to deliver you a new one, whether it is via a courier, a magical familiar, teleportation magic, or some other method. Your new insignia is delivered to you when you finish a Long Rest.

Level 3: Charming Presence

You can take the Influence action as a Bonus Action.
Additionally, choose one of the following skills: Deception, Intimidation, Performance, or Persuasion. You have proficiency in that skill.

Level 9: Backstab

You have Advantage on attack rolls against creatures within 5 feet of you that are Friendly to you or have the Charmed Condition. You also gain the following Cunning Strike option.
Stunning Betrayal (Cost: 4d6). If your target was Friendly to you or had the Charmed condition when you hit it, the target has the Stunned condition until the start of your next turn.

Level 13: Infiltration Partner

The familiar you have through the Find Familiar spell gains Darkvision with a range of 120 feet and Truesight with a range of 30 feet.
Additionally, when you cast the Find Familiar spell or finish a Short or Long Rest while you have a familiar, you can grant your familiar Temporary Hit Points equal to your Rogue level.

Level 13: Silver Tongue

A creature’s Hostile attitude doesn’t impose Disadvantage on your Charisma checks to influence that creature.

Level 17: Subtle Manipulator

You gain the following Cunning Strike option.
Confound (5d6). The target must succeed on a Wisdom saving throw with a DC equal to your spellcasting DC or have the Charmed condition for 1 minute. The target can repeat the save when it takes any damage, ending the effect on itself on a success.
Additionally, you can cast the Friends spell as a Bonus Action. The target no longer automatically succeeds on the saving throw if it isn’t a Humanoid or if you’re fighting it.
Finally, when a spell you cast that gives a target the Charmed condition ends, the target doesn’t know it was Charmed by you.