SW5e: Adaptation Practice (Operative Archetype)

by EmersonBiggins

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Adaptation Practice

Those operatives who choose the Adaptation Practice pride themselves on effective preparation, and where necessary, improvisation. They demonstrate a keen eye to identify their needs, and the capacity to create quick and effective solutions on the fly.

Bonus Proficiencies

Adaptation Practice: 3rd Level
You gain proficiency with gadgeteer's implements and two weapons of your choice.

Fabricator Matrix Pack

Adaptation Practice: 3rd Level
You learn to modify and combine your gadgeteer's implements and a reinforced backpack, creating a rapid-fabrication matrix from which you can create and retrieve unenhanced items with ease. Over the course of a long rest, you can create your fabricator matrix pack. You must have gadgeteer's implements, a backpack, and 100 credits in materials in order to construct it, and must have the same requirements to replace a lost one. Your fabricator matrix pack is enhanced, requires attunement, can only be used by you, and counts as a tech focus for any tech powers you gain from other features while you are attuned to it.

As a bonus action, you can pull an unenhanced and standard-quality adventuring gear item from the pack, expending the item's base price in credits. You can draw up to a total credit value of items equal to your Operative level times your Proficiency Bonus x 50 between long rests.

Probing Strikes

Adaptation Practice: 3rd Level
You focus on gathering information from enemies when launching attacks against them. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a probing strike.

Some of your probing strikes require your target to make a saving throw to resist the probing strike’s effects. The saving throw DC is calculated as follows:

Probing Strike save DC = 8 + your proficiency bonus + your Intelligence modifier

Artificial Vulnerability

You attempt to prime the target for a specific damage type. The target must make a Dexterity, Constitution, or Wisdom saving throw (your choice). On a failed save, the next time the target would take the specified damage type before the beginning of your next turn, it takes double the damage inflicted.

Mobility Shift

You attempt to either immobilize your target, or propel yourself onward. Roll two Sneak Attack dice, and the target must make a Charisma saving throw. On a failed save, either your speed increases or the target's speed decreases by 5 times the higher amount rolled on the dice, until the beginning of your next turn. On a successful save, your speed instead increases by 5 times the lower amount until the end of your next turn.

Recognize Desires

You attempt to infer the material needs and wants of your target. The creature must make a Charisma saving throw. On a failed save, the DM tells you what unenhanced items the target is interested in. If you present these items to the target, you have advantage on Charisma checks against or in contest with the creature to end current hostilities.

Optimized Expense

Adaptation Practice: 9th and 17th Level
You can now draw up to a total credit value of items equal to your Operative level times your Proficiency Bonus x 100 between long rests. Replacing your fabricator matrix pack now costs 200 credits in materials.

The price of unenhanced items you draw from your fabricator matrix pack decreases by a percentage equal to 10 times your Intelligence modifier. You can now draw premium adventuring gear from the pack, at the cost of 5 times its unenhanced or standard-quality price.

When you engage in downtime activities, the resource costs are also decreased by a percentage equal to 10 times your Intelligence modifier. If you are proficient in the activity's check, you add a +5 bonus to d20 checks for activity resolution.

In addition, Strength and Dexterity requirements for weapons you use are reduced by 2. At 17th level, they are reduced by an additional 2 (-4).

Effective Preparations

Adaptation Practice: 13th Level
You can now draw up to a total credit value of items equal to your Operative level times your Proficiency Bonus x 200 between long rests. Replacing your fabricator matrix pack now costs 500 credits in materials.

At the end of each long rest, you may choose one of each of the following, which lasts until the end of your next long rest:

  • Resistance to one damage type of your choice
  • Advantage on saving throws of a category of your choice
  • Proficiency in one skill or tool of your choice, or expertise if you are already proficient
  • The ability to read, write, and speak an additional language


Additionally, when you use healing items, you can use your Intelligence modifier in place of the target's Constitution modifier when calculating how many hit points it regains.

Perfect Contingency

Adaptation Practice: 17th Level
You can now draw up to a total credit value of items equal to your Operative level times your Proficiency Bonus x 500 between long rests. Replacing your fabricator matrix pack now costs 1000 credits in materials.

You can now draw prototype adventuring gear from the pack, at the cost of 25 times its unenhanced or standard-quality price.

Once between long rests, when you use a healing item or explosive, you can forego rolls for healing or damage and instead treat the roll as maximum value.

 

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