Roguish Archetype: Operative

by emulca

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Roguish Archetype

Operative

You are the solution, a multipurpose tool deployed behind enemy lines to carry out covert missions. Rogues who become operatives undergo intensive training to hone their combat effectiveness and to ensure that they can deliver results when no one else can.

Commando

Starting at 3rd level, you expand your close quarters capabilities. You gain proficiency with improvised weapons. If you have two hands free, your unarmed strikes can benefit from your Sneak Attack. Additionally, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

Finally, you acquire the requisite skills to become fully operational. You gain proficiency in the Survival and Medicine skills and with vehicles (land).

Takedown

Starting at 3rd level, you eliminate hostiles with expediency. When you hit a creature of CR 1 or lower with an unarmed strike benefiting from your Sneak Attack, you can forgo dealing damage to attempt to render the creature unconscious. The target must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). The target gains a +3 bonus to the save for each size that it is larger than you. On a failed save, the target falls unconscious until 1 hour has passed or it takes any damage.

The challenge rating threshold increases to CR 3 at 9th level, CR 5 at 13th level, and CR 7 at 17th level.

Hyperalert

Beginning at 9th level, you gain a bonus to your Wisdom (Perception) checks equal to your Intelligence modifier (minimum of 1).

Additionally, while you're sleeping naturally, you don't suffer the effects of being unconscious, but you remain incapacitated and you can't move or speak.

Operative  v0.8

brewed by /u/emulca
special thanks: /u/heavyarms_
image credit: Vaizu

Disable

At 13th level, you minimize threats posed by hostiles. You can use a bonus action to attempt to disarm a creature within your reach, forcing it to release one item of your choice that it's holding. Make a Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. You have advantage on the check against targets that have taken damage from your Sneak Attack this turn, and you suffer a -3 penalty for each size that the target is larger than you. If you succeed, you either take the disarmed item or let it drop at your feet. If you fail, you have disadvantage on further checks against the target for 10 minutes.

Alternatively, if you win the contest, you can choose one of the target's appendages and cripple it momentarily. The target deals only half damage with weapon attacks that uses that appendage until the end of its next turn.

Neutralize

When you reach 17th level, you defuse conflicts out right. You can take your first turn of combat on an initiative roll of 20 instead of your normal initiative. When you do so, you gain the following benefits for the round:

  • Your movement doesn't provoke opportunity attacks.
  • If you make a melee weapon attack on your turn, you can make one additional melee weapon attack. This attack can benefit from your Sneak Attack even if you have already used it this turn.