Introduction
A lot of flavor, but very weak mechanically, the Harper Agent feat gives you a taste of Bard and Rogue, plus the ability to use Help at range to assist allies with attack rolls. Most characters will find little mechanical value here.
But there are two notable exceptions: MotM Hobgoblins and Mastermind Rogues. Both can use the Help Action as a Bonus Action. Normally, this must be done within 5 feet, so the ability to use Help at range makes it much easier to Help if you’re not built as a front-line character. Mastermind Rogue notably gets to use Help at range already, so this capability will become redundant at level 3. Unless you plan to take Harper Teamwork, Mastermind Rogues should skip this.
Harper Agent is available from the Harper Background, which falls somewhere between the Bard and the Rogue, much like the Harper Agent feat’s extra proficiencies.
Harper Agent is required for the Harper Teamwork feat.
Thieves’ Cant
This is the only way to learn this without Rogue levels, which is neat. But, like any language, it only matters if the DM makes it matter, so you can’t count on this being useful.
Instrument Training
Mostly useless, but can be combined with proficiency in Performance (also mostly useless) to get Advantage on Performance checks.
Distracting Melody
Help at a distance is nice, but most characters will find that they can’t justify the Help action beyond low levels.