Operative in Proxima Alatheia | World Anvil

Operative

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Operative Features

Operative Specializations

Operative Exploits

 

Creating an Operative

As you build your Operative, consider what areas your character specialized in and what missions would have been given to them. What would have led you to join an organization dealing either with the covert, the natural world, or requiring command tactics to control tense situations? Have you left the organization and are on the run? Was the organization reputable or a shadow organization with unscrupulous agendas.   Were you in charge of leading teams and enforcing command decisions? Were you a medical or scientific researcher learned in the ways of the natural world? Or were you more suited to gathering intel and masquerading in plain site?
Quick Build
  You can make an Operative quickly by following these suggestions. First, make Dexterity your highest ability score followed by Intelligence or Charisma depending on if you will be using INT based skills or CHA based skills. Second, choose the Starship Officer background.

 

Operative Features

  As an Operative, you gain the following class features.  

Hit Points

Hit Dice: 1d8 per operative level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per operative level after 1st  

Proficiencies

Armor: light armor
Weapons: Simple weapons (ranged, melee), Small Arms
Tools: 1 gaming set of your choice; 1 artisan or toolkit of your choice
Saving Throws: Dexterity, Wisdom
Skills: Choose two skills from Acrobatics, Athletics, Astronomy, Computers, Life Science, Perception, and Survival  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:  
  • Leather armor, Mk I Phaser Pistol, 2 Energy Cell (10)
  • (a) a simple ranged weapon or (b) a simple melee weapon
  • a hand held data pad (Computer Tier 1)
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  •  
    LevelProficiency BonusFeaturesExploits KnownOperative Edge Dice
    1st+2Operative Edge-1d4
    2nd+2Trick Attack11d4
    3rd+2Specialization, Debilitating Trick12d4
    4th+2Ability Score Improvement22d4
    5th+3Specialization Exploit22d4
    6th+3Extra Attack32d6
    7th+3Specialization Feature32d6
    8th+3Ability Score Improvement42d6
    9th+4Opportunity Save43d6
    10th+4Ability Score Improvement53d6
    11th+4-53d6
    12th+4Ability Score Improvement63d8
    13th+5Reliable Operative63d8
    14th+5-73d8
    15th+5Specialization Feature74d8
    16th+5Ability Score Improvement84d8
    17th+6Double Debilitation84d8
    18th+6-95d8
    19th+6Ability Score Improvement95d8
    20th+6Supreme Operative105d8
     

    Operative's Edge

    Your experience gives you an edge in combat and in adventuring. You start with a single d4 as your Operative Edge dice but it's number and type grows as you level up. This change is documented in the table above. Spending a die means you remove it from your available pool of dice. It will be explicitly stated if you roll the die and add its value.   Many class features may use the Operative Edge Dice and will call it out when applicable. Generally it only uses a single die (reducing your count by 1). Rarely, it may allow you to spend multiple at 1 time. You regain all spent Edge Die after a short rest.  

    Operative Exploit

    As you progress, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter, as indicated in the table. If an operative exploit allows a saving throw to resist its effects or a skill check, the DC is equal to 8 + your proficiency + half your operative level rounded down (minimum 1).   The list of exploits can be found on the Operative Exploits page.  

    Trick Attack

    Starting 2nd level, you gain the ability to make trick atacks on your turn. When you take the Attack Action on your turn with an Operative Weapon that targets a single creature, you may attempt a Deception or Stealth check of DC 10 + half the creature's CR/level (minimum DC 12), which you have advantage on if you are considered an unseen attacker. You may spend up to 2 Operative Edge Die and add the value to your check to attempt a trick attack. Once you make a successful trick attack you cannot do so again that turn.   If you are successful, the attack is considered a Trick Attack, otherwise it behaves as a normal attack. If you hit with a Trick Attack, roll 1 Operative Edge Die without spending it and add the value to the attack's damage. At 5th level, you roll 2 Operative Edge Die for the bonus damage, 3 at 10th level, 4 at 15th Level, and 5 Operative Edge Die at 20th Level. Some exploits also allow you to apply additional effects you can apply when hitting with a trick attack.  

    Specialization

    At 3rd level you choose your specialization which represents your primary area of expertise and training. Once made, this choice cannot be changed.   Descriptions of the specializations appear below. Your specialization grants you additional aspects like unique exploits. You gain special features at 3rd, 7th, and 15th levels.  

    Debilitating Trick

    Beginning at 3rd level, when you hit an enemy with a trick attack, you can choose that the hit creature cannot use reactions until the end of its next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.  

    Ability Score Improvement

    When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

    Specialization Exploit

    At 5th level, you gain your specialization’s listed exploit as a bonus operative exploit even if you do not meet the prerequisites.  

    Extra Attack

    Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Opportunity Save

    Starting at 9th level, when an effect or attack would force you into a saving throw, you may spend an Operative Edge Dice that you can add to your roll. You must decide whether you spend it or not before you know if it is a success or failure.  

    Reliable Operative

    At 13th level you become so confident in certain skills that you can use them reliably even under adverse conditions. Whenever you make an ability check in the skills related to your specialization, you can treat a d20 roll of 9 or lower as a 10.  

    Double Debilitation

    Beginning at 17th level, when you hit an enemy with a trick attack, you can apply two of the effects from your debilitating trick.  

    Supreme Operative

    Whenever you attempt a skill check with your specialization’s associated skills, you can roll twice and take the higher result. Once per day after spending 1 hour preparing either on your ship or with access to your datapad, you can temporarily take replace 2 of your known with new exploits of your choice ignoring prerequisites limiting it to certain specializations. You have these bonus exploits for 24 hours and must spend another 1 hour preparing the next day to either swap or keep these bonus exploits. If you traded out an exploit that was a prereq for another exploit, you do not have access to that entire chain of exploits for the duration.   If you do not spend the time that day preparing, you have your normal amount of exploits and just dont have the bonus exploits.  
     

    Operative Specializations

     

    Commander

    You've lead teams on expeditions and commanded squadrons or even entire starships. Your widespread travel and battle experience has granted you a variety of leadership and combat skills.
      Associated Skills: Persuasion and 1 of your choice between Arcana, History, Religion.
    Suggested Exploits: Battle Tactics, Hampering Shot, Interfering Shot, Uncanny Shooter  

    Combat Training

    When you reach 3rd level, you gain proficiency in medium and heavy armor as well as martial melee and ranged weapons, as well as artillery firearms.  

    Special Exploit

    At level 5, you learn the Ever Vigilant exploit (documented below) or another if you already know it. This does not count against your known exploits.  

    Rallying Presence

    Beginning at 7th level, you know how to rally your allies to victory. You can use a Bonus Action to spend an Operative Edge Die and inspire your allies within 15ft of you for 1 minute. You and any creatures of your choice in range gain a +1 to attack rolls, ability checks, saving throws, and damage for the duration. This action cannot be stacked with itself or another Operative's Rallying Presence.  

    Combat Aid

    When you reach 15th level, when you take the Attack Action, you can take the Help action as a Bonus Action to aid one of you nearby allies.    

    Intelligence Agent

    You deal in information and are adept at drawing out information from others.
      Associated Skills: Persuasion and Deception.
    Suggested Exploits: Certainty, Nightvision, Operative Experience, Quick Disguise  

    Data Net

    When you reach 3rd level, you can augment your information with that of a covert net or from files from you ship. If you are within 5 miles of your ship or a wireless network node, you can spend an Operative Edge Die to add a bonus to any History, Life Science, or Computer check. At 10th level: the range increases to 20 miles.   You also may use Investigation as your check when making a Trick attack instead of Deception or Stealth.  

    Special Exploit

    At level 5, you learn the Glimpse the Truth exploit (documented below) or another if you already know it. This does not count against your known exploits.  

    False Leads

    Beginning at 7th level, whenever you succeed at a saving throw against a spell, technological device, or ability that would provide information about you (such as detect thoughts), instead of negating the effect, you can provide false information that matches your cover identity. If such an effect has no saving throw, you can attempt a Deception check opposed by the Insight check of the caster or user, and provide similar false information on a success. The caveat is you must be aware you mind is being probed.  

    Infiltration Detection

    When you reach 15th level, you have worked enough with computer systems and other creatures to know when you are being duped or your thoughts pried into. You gain a +3 to checks made to detect modified data on computers and other similar systems as well as to detect invisible creatures or objects within 10ft of you.   You also have developed your mental capacities to detect intruders. When a spell, technological device, or ability that would provide information about you (such as Detect Thoughts) and you are unaware of its presence (such as the initial stage of Detect Thoughts). You have a 10% chance to become aware and use your False Leads ability.   At 20th level this detectoin rate increases to 20%.    

    Medic

    You have been trained in medicine and healing.
      Associated Skills: Medicine and Life Science.
    Suggested Exploits: Alien Archive, Field Treatment, Inoculation, Shipwide Triage  

    Combat Healer

    When you reach 3rd level, you are proficient with the medical / healers kit.   Additionally, you may use an action to spend an Operative Edge Die and use your kit to send a healing pulse to a creature you can see within 30ft. This creature cannot be a construct or creature of the technological sub-type. The healing done is equal to the Operative Dice roll + your proficiency bonus.   At 11th level: you may spend up to 3 Operative Edge Dice to roll for the healing.  

    Special Exploit

    At level 5, you learn the Experimental Bio Vial exploit (documented below) or another if you already know it. This does not count against your known exploits.  

    Hazard Expert

    Beginning at 7th level, you gain advantage on medicine checks to detect and identify poisons, diseases, and radiations. In addition, up to a number of times equal to your proficiency bonus per long rest, you can use an action to use your kit to innoculate a creature of your choice you can see that you can touch. If the creature is unwilling, you must succeed on a contested Acrobatics / Athletics check to inject the creature.   Injecting the creature allows it to immediately attempt a saving throw to any debilitating effect like a poison, disease, or enchantment with a +1 bonus. A creature cannot gain this affect again for another 12 hours.  

    Anatomical Accuracy

    When you reach 15th level, your knowledge of the body of various creatures grants you insight into their weaknesses. These creatures cannot be constructs or of the technological sub type.   If you successfully hit one of these creatures with a Trick Shot, you can spend an Operative Edge Dice to perform a Life Science check of DC 25. If you succeed, the hit becomes a critical hit in terms of determining damage (minimum of an additional +2 damage). If you fail, you still deal +2 damage on the attack.    

    Specter

    You worked in covert ops and are trained to move in the shadows and operate unseen.
      Associated Skills: Perception and Stealth.
    Suggested Exploits: Bleeding Shot, Debilitating Sniper, Quick Disguise, Specter Protocol  

    Distanced Operative

    Starting at 3rd level, you gain proficiency in medium armor and longarms if you do not already have it. You also gain the Sniper Feat.   You also may use Insight as your check when making a Trick attack instead of Deception or Stealth.  

    Special Exploit

    At level 5, you learn the Cloaking Field exploit (documented below) or another if you already know it. This does not count against your known exploits.  

    Impromptu Agility

    Beginning at 7th level, once per short rest, you can use the Dash Action as a Bonus Action instead of an action.  

    Specter's Shadow

    When you reach 15th level, you have learned to use your cloaking field to continue amplifying your attacks. When you make an attack, only creatures within 20ft of you notice you. The hidden effect is otherwise not automatically broken when you attack. A creature outside the range may attempt to use it's action to percieve your location at a DC equal to 14 + your Stealth modifier.    

    Stellar Researcher

    You've dedicated your study to the cosmos and its secrets and how to bend them to your whim.
      Associated Skills: Astronomy and Investigation.
    Suggested Exploits: Alien Archive, Inoculation, Operative Experience, Space Lane Mastery  

    Science Knows No Bounds

    When you reach 3rd level, your have had enough experience keeping your mind open to the possibilities of the universe that you can gain insight in areas you don't normally study. When asked to make an Arcana, Astronomy, Life Science, or Religion check and you are not profficient in that skill, you can spend an Operative Edge Die and add its value to the roll.  

    Special Exploit

    At level 5, you learn the Operative Experience exploit (documented below) or another if you cannot take it again. This does not count against your known exploits.  

    Gravitic Flux

    Beginning at 7th level, you're knowledge of space-time allows you to manipulate gravity to your advantage. You gain proficiency with the Stellar Cartographer's Kit.   In normal combat, you can spend an Operative Edge Dice to make an Astronomy check with your Stellar Cartographer's kit (you must have 2 hands free) of DC 15 +1 per creature size category above Small. If you succeed, you send out a stasis field to force the creature into the Restrained condition. This effect requires your concentration, and the target creature can use it's action to make a Strength saving throw at the same DC to escape and end the effect.   In space combat, you gain a new Science Action: Gravity Well
    Once per day you can attempt an Astronomy check of DC 20 (you can still use all of the normal bonuses from Starship combat). You ship must have sensors and a PCU of 100 or higher.   You send out a graviton beam to form a gravity well at a hex of your choice within 10 hexes of your ship for 3 rounds. Any ship within 4 hexes has its speed halved. The pilot of the Ship must succeed on a DC of 17 + the ship complexity modifier to even move their ship through a single hex away from this range, repeating the check if they try to keep moving. If they fail, the ship moves a hex closer to the well's center. Ships within 2 hexes take 2d6 Exotic Energy at the start of the Round (before the Engineering phase).  

    Defying Gravity

    When you reach 15th level, your mastery of gravity keeps you calm and collected no matter the condition and can even hamper others. Your movement speed is not halved in intense gravity environments. You suffer no adverse affects when operating in low or zero gravity and gain a fly (hover) speed equal to half your normal speed in these environments. Also should you be subject to a gravitational effect like Reverse Gravity, you have advantage on the saving throw and can make the save even if you have nothing to grab onto.   As an action, you can spend an Operative Edge Dice and use your Stellar Cartographer's Kit (two-handed) and create a zero-g field centered on yourself with a radius of 10ft and height of 50ft. You gain a temporary fly (hover) speed equal to your normal speed in this cylinder while others suffer the effects of a zero-g environment. When you use this action, creatures in it's area can attmept a Dexterity save of DC 8 + your proficiency bonus + Int mod to lunge and give themselves a 5ft momentum speed towards the edge of the field along the ground.   This effect requires your concentration and lasts for 1 minute. If any creatures are in the air when your concentration is broken or the effect ends, they immediately fall towards the ground and suffer normal damage from falling rules.  

    Tactician

    Tacticians are masters of strategy and operate a few steps ahead of those around them.
      Associated Skills: History and Insight.
    Suggested Exploits: Attack Patterns, Bleeding Shot, Holographic Clone, Uncanny Shooter  

    Battle Training

    When you reach 3rd level, you gain proficiency in medium armor and grenades.  

    Special Exploit

    At level 5, you learn the Disarming Shot exploit (documented below) or another if you already know it. This does not count against your known exploits.  

    Trick Bombadier

    Beginning at 7th level, when making ranged attacks with grenades, the near range is increased by 10.   Additionally, if you are successful when throwing a grenade, you can take advantage of the chaos and spend an Operative Edge die and make a single target ranged weapon attack at one creature within range affected by the grenade. If successful, this counts as a trick attack and does not count against your uses.  

    Battlefield Insight

    When you reach 15th level, your exposure to multiple encounters grants you insight into your enemies most likely actions.   Opportunity attacks made against you are done so at disadvantage. Enemies also do not benefit from Partial Cover (though half and total cover still apply).   As a reaction when you or an ally within 15ft of you get hit with an attack, you can spend an Operative Edge Die to make an Insight check at DC 20 to learn 1 weakness or strength and you and all allies have a +2 to attack rolls until the end of your next turn. You may roll the spent Edge Die and add it's value to your Insight Check before or after the roll.

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