The Operative
| Class Level |
Class Features |
Focus Points |
Exploits Known |
Sneak Attack |
|---|---|---|---|---|
| 1st | Cunning Action, Versatile Defense | — | — | — |
| 2nd | Focus, Operative Exploits | 1 | 2 | — |
| 3rd | Sneak Attack, Operative Subclass | 2 | 2 | 2d6 |
| 4th | Ability Score Improvement, Major Feat | 2 | 2 | 2d6 |
| 5th | Extra Reaction, Uncanny Dodge | 3 | 2 | 3d6 |
| 6th | Subclass feature, Minor Feat | 3 | 2 | 3d6 |
| 7th | Distracting Dodge | 4 | 3 | 4d6 |
| 8th | Ability Score Improvement, Major Feat | 4 | 3 | 4d6 |
| 9th | Reflexive | 5 | 3 | 5d6 |
| 10th | Subclass feature, Minor Feat | 5 | 3 | 5d6 |
| 11th | Focus Improvements | 6 | 4 | 6d6 |
| 12th | Ability Score Improvement, Major Feat | 6 | 4 | 6d6 |
| 13th | Reliable Skills | 7 | 4 | 7d6 |
| 14th | Subclass feature, Minor Feat | 7 | 4 | 7d6 |
| 15th | Use Enhanced Device | 8 | 5 | 8d6 |
| 16th | Ability Score Improvement, Major Feat | 8 | 5 | 8d6 |
| 17th | Elusive | 9 | 5 | 9d6 |
| 18th | Subclass feature, Minor Feat | 9 | 5 | 9d6 |
| 19th | Operative Capstone, Focus Capstone | 10 | 5 | 10d6 |
| 20th | Ability Score Capstone | 10 | 5 | 10d6 |
Class Traits
As an Operative, you gain the following class traits.
Hit Points
- Hit Dice: 1d10 per Operative level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Operative level after 1st
Proficiencies
- Skills: Any three of your choice
- Tools: Any two of your choice
- Armor: Light and medium armor
- Weapons: Simple and intermediate weapons
- Saving Throws: Reflex
Equipment
- Armor: (a) partial light armor and 400 cr; (b) minimal medium armor and 250 cr; or (c) 500 cr
- Shield: (a) light physical shield and 450 cr; (b) medium physical shield and 375 cr; or (c) 500 cr
- Weapon: (a) longsword and 150 cr; (b) longbow with 20 arrows and 255 cr; or (c) 500 cr
- School: focus icon and (a) one creator's implements or provider's kit and 100 cr; (b) one gaming set or musical instrument and 250 cr; or (c) 400 cr
Class Features
As an Operative, you gain the following class features.
1st level: Cunning Action
Your quick thinking and agility allow you to move and act quickly. You can take the Dash, Disengage, or Hide actions as a bonus action, as long as you aren't wearing heavy armor.
1st level: Versatile Defense
You use Intelligence as your Versatile Defense ability. Choose two of the following options:
- While you are unarmored, you can add your Versatile Defense ability modifier to your AC as long as you aren't adding it to your armor DR.
- While you are unarmored, you can add your Versatile Defense ability modifier to your armor DR as long as you aren't adding it to your AC.
- While you are wearing armor, you can use your Versatile Defense ability modifier instead of your Dexterity modifier when determining your AC.
- While you are wearing armor, you can use your Versatile Defense ability score instead of your Strength score when meeting an armor's strength requirement.
- While you are wielding a shield, you can use your Versatile Defense ability modifier instead of your Strength modifier when determining your AC.
- While you are wielding a shield, you can use your Versatile Defense ability score instead of your Dexterity score when meeting a shield's dexterity requirement.
You can't add the same ability modifier to your AC twice in this way, and when you complete a quick rest, you can change these options out for other options.
2nd level: Focus
Your training allows you to harness the intriguing energy of focus. Chapter 10 features the complete rules for focus.
Focus Points. Your access to this energy is represented by a number of focus points equal to half your Operative level, as shown in the Focus Points column of the Operative table, + your focus ability modifier (discussed below).
Focus Ability. You use Intelligence for your focus ability.
Focus Features. You can spend these points to fuel various focus features. You start knowing three such features: Covert Action, Dashing Onslaught, and Guerrilla Tactics. You learn more focus features as you gain levels in this class.
Covert Action
When you would use your bonus action to Hide, you can spend 1 focus point to instead use your reaction.
Dashing Onslaught
When you would use your bonus action to Dash, you can spend 1 focus point to instead use your reaction.
Guerrilla Tactics
When you would use your bonus action to Disengage, you can spend 1 focus point to instead use your reaction.
2nd level: Operative Exploits
You've adopted two exploits, as detailed at the end of the class description, and you gain more at higher levels, as shown in the Exploits Known column of the Operative table.
3rd level: Sneak Attack
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an additional 2d6 damage to one creature you hit with a weapon attack, as long as you aren't wearing heavy armor and you meet one of the following conditions:
- You have advantage on the attack roll.
- Your target is Threatened and you don't have disadvantage on the attack roll.
The attack must use a physical or a ranged weapon. The amount of additional damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Operative table.
Additionally, you learn to take advantage of the precision of your strikes to apply additional effects. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to perform a precision strike. You start with one such effect—Cunning Appraisal—and can learn additional effects from your exploits.
Some of your precision strikes require your target to make a saving throw to resist the strike's effects. The saving throw DC is your focus save DC.
Cunning Appraisal
You learn to appraise a target, learning statistics about their abilities. The target must make a Fortitude, Reflex, or Will saving throw (your choice). On a failed save, you learn the ability score the creature used for the saving throw as well as whether the creature is proficient in that saving throw. You can use this precision strike twice. You gain an additional use at 5th, 9th, 13th, and 17th level. All uses refresh after a short rest. While you have no remaining uses of it, you can instead spend 1 focus point to use it. When you do so, your maximum focus points are reduced by 1 until you complete a long rest.
3rd level: Operative Subclass
You choose an Operative subclass, which is detailed at the end of the class description, after the Operative Exploits.
4th level: Ability Score Improvement
Increase an ability score of your choice by 1.
4th level: Major Feat
You gain a major feat of your choice.
5th level: Extra Reaction
You gain a second reaction.
5th level: Honed Focus
You learn two new focus features: Precision Focus and Uncanny Dodge.
Precision Focus
When you deal Sneak Attack damage to a creature, you can spend 1 focus point to make a focus attack against the same creature (no action required). If the target is within your reach, you can make a melee focus attack. Otherwise, you make a ranged focus attack. On a hit, the creature takes two additional Sneak Attack dice of damage.
Uncanny Dodge
Once per round, when an attacker that you can see deals damage to you with an attack, you can use your reaction to halve the attack's damage against you. You can use this ability a second time in a round by spending 1 focus point as a part of the same reaction to use it.
6th level: Subclass Feature
You gain a feature from your subclass.
6th level: Minor Feat
You gain a minor feat of your choice.
7th level: Distracting Dodge
When you use your action to Dodge, once before the start of your next turn, when a creature you can see who can see or hear you makes an ability check, you can use your reaction to grant a d6 boon or bane die. Once you’ve used this feature on a creature, you can’t use it on that creature again until you complete a short rest.
This die increases to d8 at 9th level, d10 at 13th level, and d12 at 17th level.
8th level: Ability Score Improvement
Increase an ability score of your choice by 1.
8th level: Major Feat
You gain a major feat of your choice.
9th level: Reflexive
When you are subjected to an effect that allows you to make a Reflex saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
10th level: Subclass Feature
You gain a feature from your subclass.
10th level: Minor Feat
You gain a minor feat of your choice.
11th level: Focus Improvements
You learn improvements that allow you to better hone your focus abilities.
Covert Action
When you would use your bonus action to Hide, you can now spend 2 focus points to instead use your object interaction.
Dashing Onslaught
When you would use your bonus action to Dash, you can now spend 2 focus points instead use your object interaction.
Guerrilla Tactics
When you would use your bonus action to Disengage, you can now spend 2 focus points to instead use your object interaction.
If you could already take the Hide, Dash, or Disengage actions as a reaction without a focus cost, reducing it to your object interaction only costs 1 focus point, instead of 2.
12th level: Ability Score Improvement
Increase an ability score of your choice by 1.
12th level: Major Feat
You gain a major feat of your choice.
13th level: Reliable Skills
Ability checks you make in which you are at least proficient gain a minimum roll threshold, discussed in chapter 7. Additionally, when you fail an ability check in which you are at least proficient, you can spend 1 focus point to repeat the check.
14th level: Subclass Feature
You gain a feature from your subclass.
14th level: Minor Feat
You gain a minor feat of your choice.
15th level: Use Enhanced Device
You have learned enough about the workings of enhanced items that you can improvise the use of items even when they are not intended for you. You ignore all species, class, and level requirements on the use of enhanced items.
16th level: Ability Score Improvement
Increase an ability score of your choice by 1.
16th level: Major Feat
You gain a major feat of your choice.
17th level: Elusive
As long as you aren't incapacitated, attack rolls against you can't have advantage.
18th level: Subclass Feature
You gain a feature from your subclass.
18th level: Minor Feat
You gain a minor feat of your choice.
19th level: Operative Capstone
If you miss with an attack, you can instead choose to hit. Alternatively, when you hit with an attack, you can instead choose to critically hit, as if you'd rolled a 20 on the d20. Additionally, if you fail an ability check, you can choose to treat it as if you'd rolled a 20 on the d20.
This feature refreshes after a short rest.
19th level: Focus Capstone
When you roll initiative, you can choose to recover up to four expended focus points. This feature refreshes after a short rest.
20th level: Ability Score Capstone
Increase an ability score of your choice by 2. Your maximum for this score increases by 2. Then, do so a second time.
Operative Exploits
The exploits are presented in alphabetical order.
Armored Exploit
You gain proficiency in heavy armor, and you can benefit from your Cunning Action and Sneak Attack features while wearing heavy armor. Additionally, you can choose a third Versatile Defense option.
Dabbler's Exploit
You gain a fighting dabble of your choice. When you complete a long rest, you can change this dabble out for another one.
You can take this exploit more than once.
Elementalcasting Exploit
- Prerequisite: The ability to cast
When you deal Sneak Attack damage, you can choose to deal your choice of uncommon damage type.
Additionally, when you do so, you may choose to forgo two of your Attack Dice to force the target to succeed on a paired saving throw against your focus save DC or gain 1 level of the paired condition until the end of your next turn.
Expert Exploit
Choose one skill or two tools in which you are proficient. You gain expertise in the chosen skill or tools.
You can take this exploit more than once.
Fighter's Exploit
You are practiced with a particular style of fighting. Choose one of the fighting practice options, detailed in Chapter 6.
Focused Exploit
Your number of focus points increases to your full Operative level, instead of half, + your focus ability modifier.
Initiative Exploit
You have advantage on initiative checks. When you would make an initiative check, you can choose to forgo this advantage. If you do so, you cannot be Surprised, and you can move up to your speed after you roll initiative, but before the initiative order is determined.
Mentor's Exploit
Whenever both you and an ally within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save as long as you don't already have disadvantage. If you do so, the ally gains advantage on the save.
Mobile Exploit
Your walking speed increases by 10 feet.
Precise Exploit
You learn two additional precision strikes from the following:
- Hinder. You attempt to distract your target in order to hinder their movement. The target must make a Fortitude saving throw. On a failed save, it gains 1 Slowed level until the end of its next turn and it makes the first Reflex saving throw before the end of its next turn with disadvantage.
- Pilfer. You attempt to pick your target's pockets. The target must make a Will saving throw. On a failed save, you have advantage on the first Dexterity (Deftness) check you make against the target before the end of your next turn.
- Penetrating Shot. You attempt to damage another target with the same attack. Choose a second target within 15 feet of and directly behind your initial target. If the original attack roll would hit the second target, it takes two dice worth of Sneak Attack damage of the same type as the original attack.
- Priming Attack, You attempt to prime the target. The target must make a Fortitude, Reflex, or Will saving throw (your choice). On a failed save, the next time you deal Sneak Attack damage against the target before the end of your next turn, you roll four additional Sneak Attack dice.
- Suppressive Shot. You attempt to pin the target to its location. The target must succeed on a Will saving throw or be Frightened of you until the end of its next turn.
- Vulnerable Strike. You attempt to stagger the target. The target must make a Will saving throw. On a failed save, the next time you would make an attack roll against the target before the end of your next turn, you can instead force the target to make a Fortitude, Reflex, or Will saving throw. On a failed save, the creature takes normal weapon damage, is subjected to any additional effects that would occur on a hit, and you can apply your Sneak Attack damage to the roll.
You can take this exploit more than once.
Proficient Exploit
You gain proficiency in two skills. Alternatively, in place of either skill, you can gain proficiency with any combination of two languages or tools.
You can take this exploit more than once.
Quickcasting Exploit
- Prerequisite: The ability to cast
When you cast a power that has a casting time of 1 action or bonus action, you can spend 1 focus point to decrease that power's casting time by one step (from action to bonus action or bonus action to reaction) for this casting. At 11th level, you can instead spend 2 focus points to decrease the power's casting time by two steps (from action to reaction or bonus action to object interaction).
You can affect at-will and 1st-degree powers in this way. At 7th level, you can affect 2nd-degree powers. At 13th level, you can affect 3rd-degree powers. At 17th level, you can affect 4th-degree powers.
Replacer's Exploit
Choose two of the attack replacers found in chapter 9. You can choose an additional attack replacer at 5th, 9th, 13th, and 17th level. You can use the chosen attack replacers as a bonus action on your turn. You can also spend 1 focus point to instead use your reaction. Starting at 11th level, you can now spend 2 focus points to instead use your object interaction.
At 11th level, if you could already take a chosen attack replacer as a reaction without a focus cost, reducing it to your object interaction only costs 1 focus point, instead of 2.
Sneakcasting Exploit
- Prerequisite: The ability to cast
You can apply your Sneak Attack damage to one creature you hit with a power attack if you have advantage on the attack roll or the target is Threatened and you don't have disadvantage on the attack roll
Additionally, you can apply your Sneak Attack damage to one creature that fails a saving throw against a power you cast that deals damage if that creature has disadvantage on the saving throw or the target is Threatened and the target doesn't have advantage on the saving throw.
Versatile Exploit
You can substitute Strength, Constitution, Wisdom, or Charisma (chosen when you take this exploit) for Intelligence as your Versatile Defense and Focus abilities.
Covert Operative
Covert Operatives move like whispers in the wind, a silent and unseen force that strikes from the shadows with swift, surgical precision before vanishing without a trace.
3rd level: Subclass Traits
As a Covert Operative, you gain the following subclass traits.
- Skill Dabbler: You can use the Aim attack replacer as a bonus action.
- Skill Proficient: You are proficient in Stealth.
3rd level: Fighter's Exploit
You gain the Fighter's Exploit with the Covert fighting practice.
3rd level: Concealment
While you are lightly obscured, other creatures treat you as heavily obscured. While in cover, you treat partial cover as one step higher (from lightly to moderately or moderately to heavily).
6th level: Ambusher
When you have advantage on an attack roll against a creature and you hit and deal Sneak Attack damage to the creature, you have advantage on the Sneak Attack damage roll.
10th level: Covert Technique
You gain the Covert fighting technique.
14th level: Infiltrator
When you or a creature within 5 feet of you fails a Stealth check, you can use your reaction to allow that creature to repeat the check.
18th level: Death Strike
When you deal weapon damage to a creature that you are hidden from, your are Ambushing, or that is Surprised, you can force it to make a Fortitude saving throw against your focus save DC. On a failed save, double the triggering damage against the creature, and this feature refreshes after a long rest. On a succesful save, this feature can be attempted again.
Duelist Operative
Duelist Operatives have mastered the art of single-weapon combat, dancing through enemy defenses with unmatched speed and lethal grace.
3rd level: Subclass Traits
As a Duelist Operative, you gain the following subclass traits.
- Skill Proficient: You are proficient in Deftness.
- Weapon Proficiency, Martial Melee: You are proficient in martial melee weapons.
- Weapon Proficiency, Martial Ranged: You are proficient in martial ranged weapons.
3rd level: Fighter's Exploit
You gain the Fighter's Exploit with the Duelist fighting practice.
3rd level: Duelist's Audacity
You can use your Sneak Attack feature even if you don't have advantage on the attack roll as long as you don't have disadvantage. Additionally, when you attack a creature on your turn, you no longer provoke opportunity attacks from it for the rest of your turn.
6th level: Extra Attack
You can attack twice, instead of once, whenever you take the Fight action on your turn.
10th level: Duelist Technique
You gain the Duelist fighting technique.
14th level: Relentless Audacity
You can deal Sneak Attack damage any number of times on your turn. Each time you deal Sneak Attack damage, you can choose how many Sneak Attack dice you apply. You can’t apply more than your total Sneak Attack dice each turn.
18th level: Duelist's Focus
As a bonus action, you can enter a focused state of mind for one minute. For the duration, each time you successfully use your Sneak Attack feature, you gain two additional Sneak Attack dice. This effect is cumulative, and the additional dice last for the duration of your Duelist's Focus.
This feature refreshes after a short rest.
Psionic Operative
Psionic Operatives are living conduits of psychic energy, weaving invisible threads of thought to manipulate the battlefield from the shadows.
3rd level: Subclass Traits
As a Psionic Operative, you gain the following subclass traits.
- Linguist: You learn one language of your choice.
- Skill Proficient: You are proficient in Insight.
- Tool Proficient: You are proficient in psionicist's implements.
3rd level: Psicasting
You are a minimal Psionicist. See chapter 10 for the full rules of psicasting.
3rd level: Caster's Exploit
You gain your choice of the Elementalcasting, Quickcasting, or Sneakcasting Exploit.
6th level: Fascinating Display
You can spend 1 minute attemping to distract and enthrall those around you. Choose a number of humanoids within 60 feet of you who watched your display for the duration, up to a number equal to your agnostic psi ability modifier (minimum of one). Each target must succeed on a Will saving throw against your agnostic psi save DC or be Charmed by you. While Charmed in this way, the target idolizes you, speaking glowingly of you to anyone who talks to it. Additionally, it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on this saving throw, the target has no hint you tried to charm it.
This feature refreshes after a short rest.
10th level: Psionic Trait
You gain a psionic trait. You can choose your trait or roll on the table below to determine it randomly.
| d8 | Trait |
|---|---|
| 1 | Carrying Caster |
| 2 | Jumping Caster |
| 3 | Psionicist |
| 4 | Resourceful Psicaster |
| d8 | Trait |
|---|---|
| 5 | Skillful Caster |
| 6 | Throwing Caster |
| 7 | Variable Psicaster |
| 8 | Vaulting Caster |
14th level: Mesmerizing Presence
You have advantage on attack rolls against creatures Charmed by you and creatures Charmed by you have disadvantage on saving throws against effects you control.
18th level: Mesmerizing Strike
When you deal Sneak Attack damage to a creature Charmed by you, you automatically take the maximum on the Sneak Attack dice instead of rolling.
Trickster Operative (Not Going in Book 1)
Description bullshit.
3rd level: Subclass Traits
You gain proficiency in Deftness, disguise kits, and gadgeteer's implements.
3rd level: Fighter's Exploit
You gain the Fighter's Exploit with the Trickster fighting practice.
3rd level: Trickster Consumables
You learn to create special consumable infusions. Over the course of a short rest, you can create two infusions from those you know. You can create a third infusion at 5th level, fourth at 9th level, fifth at 13th level, and sixth at 17th level. Your infusions can only be used by you, and they lose their potency at the end of your next short rest.
You start with one such infusion option from the following adventuring gear options: ball bearings, caltrops, duper, or imager. You can choose another option from the list at 6th, 14th, and 18th levels.
Additionally, when determining the save DC of Disguise and Gadget adventuring gear, you can use your focus save DC if it would be higher than the item’s DC.
6th level: Replacer
When you are hit with an attack roll while there is a creature within 5 feet of you, you can use your reaction to force the adjacent creature to make a Strength (Fortitude) or Dexterity (Reflex) saving throw against your focus save DC. On a failure, you and the creature swap places and the attack automatically misses you. Additionally, if the triggering attack would meet or exceed the swapped creature's AC, the attack hits it instead.
This feature refreshes after a short rest.
10th level: Trickster Technique
You gain the Trickster fighting technique.
14th level:
While a creature is under the effects of a Disguise or Gadgeteer adventuring gear you control,
18th level:
Something that plays with Sneak Attack damage, or damage in general, in some way.
Trickster Dabble
You’ve dabbled at utilizing disguises and gadgets in combat. You gain the following benefit:
- You can use Disguise and Gadget adventuring gear that takes an action as a bonus action.
Trickster Practice
You’re practiced with utilizing disguises and gadgets in combat. You gain the following benefits:
- You and friendly creatures of your choice have advantage on saving throws against your Disguise and Gadget adventuring gear.
- You gain the Trickster fighting dabble. If you can already use Disguise and Gadget adventuring gear that takes an action as a bonus action, you can instead do so as a reaction.
Trickster Technique
You’re skilled in the techniques of utilizing disguises and gadgets in combat. You gain the following benefits:
- When determining the save DC of Disguise and Gadget adventuring gear, you can use your school save DC if it would be higher than the item’s DC.
- Hostile creatures no longer have advantage on saving throws against your Gadget adventuring gear due to being hostile.
- You can recover Gadget adventuring gear in 1 round, using your action, bonus action, and reaction, instead of 1 minute.
- When a creature moves to a space within 5 feet of you or while within 5 feet of you, you can choose to gain a special reaction to use a Gadget adventuring gear you have that normally takes an action, applying to the creature or space in which it moves. You can use this feature a number of times equal to your proficiency bonus. All uses refresh after a short rest.
Sharpshooter Operative (Not Going in Book 1)
Description bullshit.
3rd level: Subclass Traits
You gain the Expert Shooter and Keen Sight traits as well as proficiency in martial ranged weapons.
3rd level: Fighter's Exploit
You gain the Fighter's Exploit with the Sharpshooter fighting practice.
3rd level: Sniper
You don't need advantage on your attack roll to use your Sneak Attack if your target is greater than 30 feet from you and you are not Threatened. Additionally, standing up from prone now only costs 5 feet of movement.
6th level: Distracting Shot
You are able to defend your allies from afar. When an ally you can see within your weapon's normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is also within your weapon's normal range, you can use your reaction to make a ranged weapon attack against the source. On a hit, instead of dealing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.
10th level: Sharpshooter Technique
You gain the Sharpshooter fighting technique.
14th level:
18th level: Double Tap
You've learned to capitalize when you have the advantage. When you take the Fight action and make an attack with advantage, you can choose to forgo the advantage. If you do, you can make an additional attack against the target or another creature within 5 feet of it (no action required). Both attacks can benefit from your Sneak Attack damage, instead of only one.