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Operatives

The black operations agents of The Peoples Republic of Avalon and Empire of Irialorn ; the Shinobi orginated from The Division with the empire poaching a few from them to build up their own version.

Operative


Hit Points

Hit Dice: d8 per Operative level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution Modifier

Proficiences

Armor: Light Armor
Weapons: All simple weapons, hand crossbows, blowguns, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from: Acrobatics, Athletics, Deception, History, Sleight of Hand, Stealth, Investigation.

Overview & Creation

Found within the city of Beltin, the Operative class is made up of highly specialized soldiers who are able to stick to the shadows, make weapons an extension of their bodies, and seek out information that others would rather not be known. They have studied the practices of both the monks and rouges to harness the energy that not only flows through one's body but also use the tactics of deception and persuasion to infiltrate enemy governments.


Class Features

Martial Arts

Thanks to you're early schooling and intense training you have gained the ability to use your own body as a weapon itself. Beginning at 1st level you are proficient in making attacks without weapons. When using unarmed attacks: Attacks use either Dex or Str bonus to attack and damage
  • 1d4 for damage rolls at levels 1-4
  • 2d4 for damage rolls at levels 5-10
  • 3d4 for damage rolls at levels 11-15
  • 4d4 for damage rolls at levels 16-20

Scrolls

Beginning at 1st level, you have learned how to store objects of medium size or lower into scrolls. For an item to be stored in a blank scroll, it must have a seal drawn on it with ink. You can draw a number of seals equal to your proficiency bonus during a long rest. Scrolls can be purchased in Beltin. The scrolls or seals are not consumed on use, instead lasting until destroyed. If a scroll or seal is destroyed, its contents are lost until the exact same seal is drawn on another scroll.
Small Scroll: Holds up to 3 small items. Costs 20 gp and weighs 2 lbs.
Medium Scroll: Holds up to 7 Small items. Costs 45 gp and weighs 8 lbs.
Large Scroll: Holds up to 12 small items or 1 medium item. Costs 80 gp and weighs 15 lbs.
Weapon Scroll: Holds up to 15 shuriken or 15 kunai these can be summoned to hand as a bonus action. Costs 60 gp and weighs 10 lbs.
Scrolls, Handy haversacks and bags of holding cannot be stored within scrolls, if attempted, the attempt fails and the scroll, and any of its contents, is destroyed.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of Ki. You have as much Ki as shown in the Ki column of the Operative table plus your Constitution modifier. You have access to a list of 15 Ki abilities plus 2 that come from your subclass. The abilities available to you are outlined later in this section. When you use a ki point, it is unavailable until you finish a short or long rest with at least one hour spent meditating. Some skills require a saving throw with DC calculated as Ki save DC = 8 + proficiency bonus + your Int modifier   Ki Regeneration Every time you finish a short rest, you regenerate an amount of Ki equal to Your Level + Intelligence Modifier so long as you spend the time meditating. Your Ki regenerates completely after you finish a long rest.   Ki Exhaustion While you a negative amount of Ki, except while at 1st level, you gain one point of exhaustion for every fifth of your Ki maximum you spend below zero points.   Safe Landing: Starting at 2nd level you can reduce any fall damage you may take equal to three times your Operative level.   Ki Control Beginning at 3rd level, you can spend 1 Ki point as a free action to move across any liquid surface— such as water, acid, mud, snow, or lava— as if it were harmless solid ground for one hour.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Ninja Speed Beginning at 5th level, you can spend 2 Ki to take the Dash, Disengage, or Hide action as a bonus action on your turn, and your jump distance is doubled for the turn.   Evasion Beginning at 7th level, When being attacked by an area effect that lets you make a Dexterity Saving Throw to only take 1/2 damage, you instead take no damage if you succeed on the saving throw and only 1/2 damage if you fail.   Ki Empowered Strike: Starting at 9th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Heavy Palm Starting at 10th level you can use a bonus action after making an unarmed attack, you can attempt to stun the creature. It must succeed a Constitution saving throw or be stunned until the end of your next turn.   Ki Pills At 11th level, you learn how to make three types of pills that restore Ki. All pills deal an amount of necrotic damage as described below. A creature can take pill as a bonus action. If you have access to Alchemist's supplies, a Herbalism kit, or a Healer's kit, you can make a number of pills during a long rest equal to your Intelligence modifier. Red Pill: Costs 5 Ki Points to make. The creature regains an amount of Ki equal to 1d6 + your Intelligence modifier, and takes 1d4 necrotic damage.  Green Pill: Costs 5 Ki Points to make. The creature regains an amount of Ki equal to half the creature's maximum Ki points, and takes 1d6 necrotic damage.  Blue Pill: Costs 10 Ki Points to make. The creature regains all of its Ki and takes necrotic damage equal to 2d6. In addition, it gains a level of exhaustion. Yellow Pill: Costs 15 Ki Points to make. The creature gains the effects of Greater Restoration and takes 4d6 necrotic damage.    Enhanced Strength At 13th level, you are a master of refined chakra control. You use a bonus action and focus your Ki around your body quadrupling your strength. Your Strength increases by 4 and your maximum Strength increase to 24 for 1 minute.   Illusion At 15th level you automatically detect visual illusions and succeed on saving throws against them. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 ft of wood or dirt.   Great Clone Explosion At 17th level, when you use Shadow Clone Aegis, your clones have 30 hit points and an amount of chakra equal to 10 + your Constitution modifier. When a shadow clone is destroyed, it explodes. Each creature in a 10 ft radius must make a Constitution saving throw, taking 5d6 cold damage on a failure. Half as much on a success. Your shadow clones last for 6 hours. You can't use this feature again until you finish a long rest.     Master Operative: To master yourself is to master the mind. You have acquired mastery of your skills and unit. You are now able to focus your mind and body and enter an empowered mode and gain access to new techniques. At level 20 you may spend an action to enter the Master Operative mode and while in it you:
  • Your attack rolls are made with advantage
  • You deal an additional 2d10 to damage rolls
  • You gain Truesight for the range of 60ft.
This mode lasts for a number of minutes equal to half your Intelligence modifier (minimum of 1). You can't use this feature again until you finish a long rest. If in the form while out combat out there is no time limit, however, the time limit will start on your first turn in combat.      

Ki Point Abilities


Basic Swift Style Technique

Cost: 2 Ki Points
Range: Self
Duration: 1 minute
As a bonus action, you can increase your movement speed by 30 ft.  
Explosive Punch

Cost: 4 Ki Points
Duration: Instantaneous
Range: Self
As a bonus action, after making an unarmed strike, you bolster it with an explosion at point-blank range. The attack deals an additional 2d12 fire damage.  
Shadow Clone
Cost: 4+ Ki Points
Duration: 24 hours
Range: Self
You can spend 4 Ki Points per clone to create up to five clones as an action on your turn. The clones have 5 hit points each and they have an amount of Ki equal to 4 + how much of your Ki you decide to give them. The clones can take actions as normal; however, they only have one attack each. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their Ki, you dismiss them as a free action, or 24 hours passes. If the clone still has Ki when it dissipates, you regain half the Ki from the clone.
Shadow clones have no range limit as to how far away they can be but they must stay on the same plane of existence as you. A shadow clone has the same AC as you, however, if the AC of the main body was affected by a spell to increase said AC, these effects do not carry over.
A shadow clone carries a copy of the main body’s weapon; however, it does not carry the magical effects over from it besides a base damage bonus. (e.g., a cloned vorpal sword is just a +3 sword in the hand of a clone.)
When a shadow clone dissipates, the main body will receive any knowledge it has gained and remembers them as if they were their own experience, as well as exhaustion levels, but no negative effects like a curse, poison, or anything of the like. This is useful for gaining knowledge.  
Four-Pillar House

Cost: 5-30 Ki Points
Duration: 24 hours
Range: 150ft
As an action, you use your wood style to create a square house. The house has an AC of 14 and a number of hit points equal to 40 + your Intelligence modifier. The house can be empty or furnished (strictly wood and earth) and provide cover from the elements. The house's overall shape, size, and interior design are up to the user's imagination and memories, so long as it fits in the desired square.
20 ft by 20 ft by 30 ft. Single floor. Empty. Can hold 4 medium creatures comfortably. 5 chakra.
20 ft by 20 ft by 30 ft. Single floor. Furnished. Can hold 4 medium creatures comfortably. 10 chakra.
30 ft by 30 ft by 60 ft. 2 floors. Empty. Can hold 8 medium creatures comfortably. 15 chakra.
30 ft by 30 ft by 60 ft. 2 floors. Furnished. Can hold 8 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 1d6 + your Intelligence modifier temporary hit points. 20 chakra.
40 ft by 40 ft by 80 ft. 3 floors. Empty. Can hold 12 medium creatures comfortably. 25 chakra.
40 ft by 40 ft by 80 ft. 3 floors. Furnished. Can hold 12 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 2d4 + your Intelligence modifier temporary hit points and increases its movement speed by 10 ft until it finishes a long rest. 30 chakra.
If the house is destroyed, all creatures inside take 2d10 bludgeoning damage.
Substitution
Cost: 6 Ki Points
Duration: Instantaneous
Range: 15ft
As a reaction before you are hit by an attack, you can spend 6 Ki points to teleport up to 15 ft in any direction to an unoccupied space. A log or generic object is left in your place. You take no damage from that attack. A creature can only be fooled by this once, after which it is immune to it from you for 24 hours.  
Wind Wall

Cost: 7+ Points
Range: 10 ft radius
Duration: Concentration, up to 1 minute
As an action, you summon a swirling stream of wind, encasing yourself. You and your allies gain a +2 bonus to AC and creatures attempting to attack through the wall have disadvantage. You can expend additional Ki to expand the radius by 5 ft.
Rasengan
Cost: 10 Ki Points
Duration: Instantaneous
Range: 5 ft
The Rasengan is a spinning ball of Ki formed and held in your palm. As an action, you thrust your hand into the target. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 ft away. The target has a mark on its body in the shape of multiple swirls scratching its skin.  
Shadow Possession

Cost: 8 Ki Points
Duration: Concentration, up to 10 minutes
Range: 30 ft in bright light, 60 ft in dim light
As an action, your shadow attaches to another creature, freezing it in place and causing them to mimic your actions. The target is restrained. To break out, the restrained target can make a Strength saving throw at the end of its turn. On a success, the target escapes and is no longer restrained.
Rock Shelter
Cost: 10 Ki Points
Duration: 2 hours
Range: 15ft Radius
As an action, you create a hemisphere of earth using your surroundings. The wall provides total cover and has 100 hit points. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning to the creatures inside.  
Genjutsu Communication

Cost: 14 Ki Points
Range: 300Ft
Duration: Concentration, up to 1 minute
As an action, if you know the location of your target down to a 300ft range. You project an image of yourself in front of the target, enabling you to converse with it. You can see and hear through this mirage, but you can not interact with the world around it.  
Fissure

Cost: 16 Ki Points
Duration: 30 seconds
Range: 30ft line, 10ft wide As an action, you create a large fissure up to 50 ft deep. Each creature in the area must make a Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making an Athletics or Acrobatics check against your save DC. The fissure has an initiative of 20. At the start of its fifth turn, it closes. A creature still in the fissure takes 3d10 + your Intelligence modifier force damage and is pushed to the top.  
Foresight

Cost: 18 Ki Points
Duration: 1 minute +
Range: Self
Your eyes flash in a red and black geometric pattern allowing you add your own emotions to your Aegis power:
You gain a +1 bonus to AC.
You have advantage on Wisdom and Dexterity saving throws.
You have advantage on Perception checks.
This lasts for 1 minute. At the end of which you must make a DC 15 Constitution saving throw. If you fail, you gain 1 level of exhaustion. On a success, it stays active for another minute, after which you must repeat the saving throw. The DC increases by 1 for every success. You can end this early at will, negating the need to make the saving throw. You regain use of this feature at the end of a short or long rest.  
Rasenshuriken

Cost: 20 Ki Points
Duration: Instantaneous
Range: Touch
As an action, you strike with a large shuriken-shaped ball of wind. On a hit, the target takes 15d4 + your Intelligence modifier thunder plus 15d4 piercing damage from the wind splintering into sharp needles that pierce your bodies. You and the target must make a Constitution saving throw, taking 2d8 piercing damage, and losing the ability to cast spells or Aegis on a failed save. This effect can be cured by greater restoration.
If used while in Master Operative mode, this Aegis gains a range of 60 ft, and you (the user) don’t have to make a Constitution saving throw, thus avoiding damage or loss of Aegis use.  
Kirin

Cost: 30 Ki Points
Range: 120 ft
Duration: 1 minute
As an action, you summon thunder clouds. As an action, up to 1 minute afterward, you can summon a lightning bolt from the clouds. Each creature in a 15-foot radius of a point in range must make a Dexterity saving throw. On a failure, it takes 10d10 + your Intelligence modifier lightning damage. Half as much on a success. If you are outdoors in stormy conditions when you use this Aegis, it gives you control over the existing storm instead of creating a new one. Under such conditions, the damage increases by 3d10.  
Great Fire Annihilation

Cost: 40 Ki Points
Range: 30 foot wide, 60-foot line
Duration: Concentration, 1 minute
As an action, you expel fire from your mouth in the shape of a massive fireball. Due to its size, this technique is extremely difficult to either avoid or contain. Each creature in the area must make a Dexterity saving throw, taking 14d6 + your Intelligence modifier fire damage on a failure. Half as much damage on a success. The targets cannot benefit from Evasion. For 1 minute, as a bonus action, you can deal an additional 2d6 fire damage in the area.
 


Starting Equipment

Start with the following equipment, in addition to the equipment granted by your background:

  • (a) two daggers or (b) any simple weapon
  • (a) a hand crossbow with twenty bolts or (b) a blowgun with twenty darts
  • (a) an explorer’s pack or (b) a scholar's pack and one large scroll

 


Spellcasting

Starting at 2nd level you have Intelligence is your spellcasting ability for your Aegis, since their power derives from your precise Ki control. You use your Intelligence modifier whenever an Aegis refers to your spellcasting ability.   Some of your Ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:  

  • Aegis attack bonus = Intelligence modifier + Proficiency bonus.
  • Aegis save DC = 8 + Intelligence modifier + Proficency bonus.
 

Spellcasting Focus

You need no focus to cast Aegis, but both your hands must be free in order to weave hand seals for Aegis.  

Outside of Battle

Aegis cast outside of combat only costs half as much Ki so long as the Aegis will not damage a creature directly.


Subclass Options

Operative Units


Those who join this class are able to specialize into one of three distinct units; the Tyro Unit, Lexis Unit, and the S.A.N.D Unit.

Tyro Unit


The initial unit for all Operatives, the Tyro unit is the largest and general front lines for the organization. Experts in hand to hand combat and ranged weaponry. When a trainee becomes a full member within the unit at level 3 they gain new abilities.  
Weapon Expert

Starting at 3rd level with your choice of either a melee or ranged weapon gain an extra 1d4 damage with said weapon. At levels six, eleven, and seventeen gain an extra 1d4.  
Inner Strength

At 6th level, you have learned to focus your Ki to the point of being able to more effectively heal yourself as an action. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your Operative level. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest  
Surge

Cost: 25 Ki Points
Duration: 1 minute, concentration
Range: Self
Begining at 9th level your perception of the world slows down as lightning surges through your body, enhancing your processing speed. Your speed doubles for the duration and you gain an additional action and bonus action, gain a +1 bonus to AC as well as having advantage on dexterity saving throws. A wave of lethargy sweeps over you as soon as the Aegis ends: you are unable to move or take any actions until the end of your next turn.  
Shadow Strike

At 14th level you’ve gained the ability to blend in with your surroundings. When in the darkness you can use your action to become invisible and remain that way till you make an attack.  
Full Power Dynamic Entry
Cost: 36 Ki Points
Range: 90 ft
At 18th level you can use an action to do either a standing or running jump towards a creature, using both legs to kick them with intense speed and force. Make an unarmed strike. If the attack hits, the target takes 4d10 + Dexterity modifier bludgeoning plus 5d6 force damage and must make a Dexterity saving throw. On a failure, it's pushed 80 ft away.      

Lexis Unit

  The intelligence unit of the Operative class, those who choose this path become experts in the gathering and dissemination of secret information.   Expert Interrogator At 3rd level you’re able to pick out lies with incredible ease. Whenever you make an insight check to determine if you're being lied to treat a roll of 8 or lower as a 9.     Dream-Speak At 6th level, you can telepathically enter people's dreams. This also grants you the ability to telepathically communicate with creatures within 250 ft     Chakra Chain Cost: 5+ Ki Points Duration: 10 Minutes Range: 60ft At 9th level, you can form physical chains out of Ki. As an action, you expend 5 or more chakra. The chains last for 10 minutes. Each chain created has a number of hit points equal to your Constitution modifier plus your level. As an action, you can use them to capture creatures within 60 ft. The target must succeed a Dexterity saving throw or be restrained. In order to escape, the chains binding it must be destroyed. Each creature can have any number of chains binding it. You create a number of chains equal to two plus one for every 2 additional Ki Points you expend.     Alternatively, you can attach chains to your arms, extending your unarmed strike reach by 10 ft. You can use a bonus action or reaction to divert any damage taken to your chains until your next turn     Mirror Prison At 14th level you can spend 3 Ki points and focus on a creature within 60ft of you. The creature must make an Intelligence saving throw. On a failed save the creature becomes enclosed in a glass cube with six dark reflections of themselves that they must attack. Each hit imparts damage points onto the creature. The creature makes a saving throw at the end of every turn. The effect ends when the save is made or the six illusions are destroyed.     Temple of Nirvana Cost: 36 Ki Points Duration: 10 Minutes Range: 150 ft At 18th level you can use an action, every creature within range, other than you, sees white feathers falling from the sky and must make an Intelligence saving throw. On a failure, it falls unconscious. If the creature is CR or level 5 or lower it automatically fails. Creatures of CR or level 15 or higher have advantage. As a bonus action, you can end the effect on individual creatures. Dispel Magic or a similar effect can dispel it on individual creatures.      

S.A.N.D Unit


Trained assassins  
Sneak Attack

Beginning at 3rd level you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases when you reach level 8, 12, 16, and 20 with the addition of a d6.  
Death Strike
At 6th level, you are a master of instant death. When you attack and hit a creature that is surprised, it must succeed on a Constitution saving throw (DC 8 + your Dexterity modifier + Proficiency bonus). If it fails, double the damage of the attack against that creature.    
Lightning Cloak

Cost: 18 Ki Points
Duration: Concentration, 1 minute
Range: Self
At 9th level you gain the ability to use a bonus action to wrap your body in a layer of lightning which, instead of being used offensively, is used to electrically stimulate their nervous system. You gain a +3 bonus to AC. When a creature makes a melee attack against you, it takes 1d6 + your Intelligence modifier lightning damage.  
Vanish

At 14th level, you can't be tracked by non-magical means, unless you choose to leave a trail. In addition, while lightly obscured, you can expend 3 Ki Points to become invisible. You remain invisible until you are no longer lightly obscured.  
Chidori

Cost: 36 Ki Points
Duration: 1 Minute
Range: 15 ft
At level 18 you gain the ability to use an action to gather lightning into your hand; the high concentration of electricity produces a sound reminiscent of many birds chirping. You rush to the target, attempting to shove your hand into the target’s chest. Make a melee spell attack. On a hit, it takes 4d6 piercing and 4d8 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every 2 additional Ki Points.


LevelProficiency BonusMartial ArtsKi PointsClass Features
1+21d4-Scrolls, Martial Arts
2+21d44 + ConSafe Landing, Ki Points
3+21d46 + ConOperative Unit, Ki Control
4+21d48 + ConAbility Score Improvement
5+31d410 + ConNinja Speed
6+31d412 + ConOperative Archetype Feature
7+31d614 + ConEvasion
8+31d616 + ConAbility Score Improvement
9+41d618 + ConKi Empowered Strike, Operative Archetype Feature
10+41d620 + ConHeavy Palm
11+41d622 + ConKi Pills
12+41d624 + ConAbility Score Improvement
13+51d826 + ConEnhanced Strength
14+51d828 + ConOperative Archetype Feature
15+51d830 + ConIllusion
16+51d832 + ConAblity Score Improvement
17+61d834 + ConShadow Clone Explosion
18+61d836 + ConOperative Archetype Feature
19+61d838 + ConAbility Score Improvement
20+61d840 + ConMaster Operative

Career

Qualifications

Within The Division one must meet the requirements of being a part of The Council of Advancement and Awareness while also passing the specific exams to get into The Division.
With the Empire of Irialorn having mandatory three year military service a shorter test is given to determine if someone is capable of joining the ranks.

Operations

Tools

Each of the ranks besides The Commander are given uniforms that distinguish them from one another, with the standard weapon being daggers. Most shinobi outfit themselves with more then just daggers. Everyone is given a small medical kit and with those from the medical unit given more advanced kits.

Materials

When going out on a mission all shinobi are required to have a set of daggers along with whatever secondary weapons they choose, the medical kit which includes two standard potions of healing.

Workplace

The shinobi within The Division are initially trained at The Academy and from there are placed on teams and sent out on missions throughout the world.

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