Operative (5e Class)

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Operative[edit]

Operatives are strategists, always looking for the optimal way to do something.

Battle Strategists[edit]

Operatives are members of a loose order dedicated to dealing with threats to everyday life. They use their abilities and preferred styles to their fullest, allowing for plenty of flexibility among individuals.

Creating an Operative[edit]

When creating an operative, think about why they chose to join the order. Was it out of a sense of duty, or more to fill a personal grudge or goal?

Quick Build[edit]

You can make an operative quickly by following these suggestions. First, make Strength or Dexterity your highest stat depending on your weapon(s) of choice, followed by Intelligence. Second, choose the Soldier background.

Class Features

As a operative you gain the following class features.

Hit Points

Hit Dice: 1d10 per operative level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per operative level after 1st

Proficiencies

Armor: light and medium armor, shields
Weapons: Simple weapons, Martial weapons, Grenades
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from the following: Athletics, Acrobatics, Perception, Stealth, Medicine

Equipment

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

  • (a) a simple weapon or (b) a shortbow and 20 arrows
  • (a) a shield or (b) a heavy crossbow and 20 bolts or (c) any martial weapon
  • (a) leather armor or (b) scale mail
  • a dungeoneer's pack and any one martial weapon

Table: The operative

Level Proficiency
Bonus
Features Grenade Charges
1st +2 Fighting Style, Overwatch -
2nd +2 Grenade, Action Surge 1 Charge
3rd +2 Operative Specialty 2 Charges
4th +2 Ability Score Improvement 2 Charges
5th +3 Extra Attack 2 Charges
6th +3 Hold Your Ground 3 Charges
7th +3 Operative Specialty feature 3 Charges
8th +3 Ability Score Improvement 4 Charges
9th +4 Lightning Reflexes 4 Charges
10th +4 Improved Grenades 4 Charges
11th +4 Operative Specialty feature 5 Charges
12th +4 Ability Score Improvement 5 Charges
13th +5 Action Surge (2) 6 Charges
14th +5 Operative Specialty feature 6 Charges
15th +5 Deep Pockets 7 Charges
16th +5 Ability Score Improvement 7 Charges
17th +6 Bottomless Cache 7 Charges
18th +6 Operative Specialty feature 8 Charges
19th +6 Ability Score Improvement 8 Charges
20th +6 Action Surge (3) 9 Charges

Fighting Style[edit]

At 1st level, you can adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Choose another Fighting Style when you reach 9th level.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Overwatch[edit]

You can use your reaction to make a ranged weapon attack with disadvantage against a creature you can see that moves within 20 feet of you.

Action Surge[edit]

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use this ability twice before recharging, and 3 times at 20th level. You can't use this feature more than once per turn.

Grenade[edit]

You can create grenades, thrown explosives. At 2nd level, you have 1 grenade charge. You prepare your grenades from the Operative’s grenade list. You can prepare a number of grenades equal to your Intelligence modifier + your proficiency bonus (minimum 1), and can change your list of prepared grenades when you finish a long rest. You can spend 1 bonus action and 1 grenade charge to manifest a grenade. Grenades target a 5-foot square on the ground (AC 13), as opposed to a creature, and have a range of 40/80, as well as the Light and Thrown properties. If they miss, they randomly land somewhere within a 15 foot radius of the targeted area. Grenades are destroyed upon use. You regain all expended grenade charges when you finish a long rest.

Operative Specialty[edit]

At 3rd level, you choose an Operative specialty. Choose Assault, Engineer, Heavy, Sniper, or Psi Op, all detailed at the end of the class description. This specialty grants you features when you choose it at 3rd level and again at 6th, 11th, 14th, and 18th level.

Ability Score Increase[edit]

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.

Extra Attack[edit]

Starting at 5th level, you may attack twice, instead of once, whenever you take the Attack action on your turn.

Hold Your Ground[edit]

Once you reach 6th level, if you move 0 feet on your turn, you can increase the number of any damage dice you would roll by 1 until the end of your turn.

Lightning Reflexes[edit]

Starting at 9th level, opportunity attacks made at you have disadvantage.

Improved Grenades[edit]

Starting at 11th level, whenever you would make a damage roll with a grenade you throw, add one additional damage die. Furthermore, your grenades’ range and area of effect are doubled.

Deep Pockets[edit]

Once you reach 15th level, all your limited-use racial and Operative class features, as well as any limited-use items or item features, gain an additional use. This does not apply for the grenade, action surge, or spellcasting features or features gained at 16th level or higher.

Bottomless Cache[edit]

Starting 17th level, when you roll initiative and have 0 grenade charges, you regain 1 charge.

Assault[edit]

Assault specialists are quick, moving fast and attacking even faster.

Bonus Proficiency

When you pick this specialty at level 3, you gain proficiency with Thief's Tools.

Quick

When you pick this specialty at level 3, your base walking speed increases by 5 feet.

Split-Second Dash

Beginning at 7th level, you can take the Dash action as a bonus action.

Combat Presence

Starting at 11th level, you can use a bonus action to give any other creature you can see an extra action on their next turn. Once you use this ability, you can’t do so again until you finish a long rest.

Implacable

Starting at 14th level, when you would take damage from an attack bade by a creature you can see, you can dodge and take no damage from the attack. Once you use this feature, you can't do so again until you finish a long rest

Rapid Fire

Once you reach level 18, you can use a bonus action to double the number of attacks you can make when you next take the attack action on your turn. Once you use this ability, you can’t do so again until you finish a long rest.

Engineer[edit]

Leaning more towards supports, Engineers command drones as familiars.

Bonus Proficiency

Starting when you pick this specialty at level 3, you gain proficiency with Tinker’s Tools.

Drone

You command a drone which can perform certain tasks for you. It shares the stat block of a homunculus, but lacks the bite action and has an AC of 20. Your drone acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. The drone can't attack unless commanded, but it can take other actions as normal on its own turn. When the drone drops to 0 hit points, it breaks. You can repair your drone with tinker's tools, and you can craft a new one using tinker's tools, both requiring the time of a short rest.
As an action, you can command your drone to perform one of the protocols listed below with its reaction on your turn. It knows a number of protocols equal to your Intelligence modifier + your proficiency bonus (minimum 2). The drone can use a number of protocols equal to your operative level, regaining uses after finishing a short or long rest.

Covering Fire

Beginning at 7th level, you may use your Overwatch ability whenever a creature takes an action, in addition to when a creature moves.

Ever Vigilant

Starting at level 11, attack rolls made with your Overwatch ability no longer have disadvantage.

Improved Communication

When you reach level 14, you can have your drone use a protocol using a bonus action.

Drone AI

At level 18, you may activate a protocol once on each of your turns with no action necessary on your part.

Protocols[edit]

Attack Protocol

The drone makes a melee weapon attack at a creature within range and deals lightning damage equal to 1d4 + your Intelligence modifier on a hit. The damage die increases to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17.

Cleanse Protocol

You cast lesser restoration on one creature within 5 feet of the Drone.

Defend Protocol

Choose any one creature within 5 feet of the Drone. Until the start of your next turn, its Armor Class is increased by 1d4. The bonus increases to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17.

Discharge Protocol

(Prerequisites: Level 17, Combat Protocol)
The drone releases a discharge of electric power. Creatures within 15 feet of the drone must make a Constitution save (DC = 8 + your Intelligence modifier + your proficiency bonus). On a failed save, they take 3d10 lightning damage. On a successful save, they take half as much damage. The drone can only use this protocol once and regains use of it after you complete a long rest.

Grenade Protocol

You need to expend one grenade charge to use this protocol. The drone throws a grenade up to the grenade’s range in any direction. The attack and damage rolls have disadvantage. Once you reach 11th level, benefits from your Improved Grenades feature apply.

Haywire Protocol

(Prerequisite: Level 5)
Choose any one construct within 5 feet of the drone. It must succeed on an Intelligence saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, you gain control of the creature for 1d4 turns, as though they are under the effects of dominate person. After you lose control of it, it returns to being hostile if it was beforehand. The number of turns increases to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17.

Heal Protocol

The drone heals a creature within 5 feet of it. The target creature regains hit points equal to 1d4 + your Intelligence modifier. This has no effect on Undead or Constructs. The damage healed increases to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17.

Invigorate Protocol

One creature within 5 feet of the drone gains 1d4 temporary hit points, and its movement speed increases by 1d4 x 5 for a number of turns equal to your proficiency bonus. The die increases to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17.

Movement Protocol

The drone flies up to 60 feet in any direction.

Repair Protocol

Choose any one Construct within 5 feet of the drone. It is healed a number of hit points equal to 1d4 + your Intelligence modifier. The die increases to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17.

Restore Protocol

(Prerequisites: Level 17, Heal Protocol)
Creatures within 15 feet of the drone regain up to 3d10 hit points. This has no effect on undead or constructs. The drone can only use this protocol once and regains use of it after you complete a long rest.

Scan Protocol

All creatures concealed by nonmagical means within 20 feet of the drone are revealed. The radius increases to 25 at level 5, 30 at level 11, and 35 at level 17.

Stabilize Protocol

One creature at 0 hit points within 5 feet of the drone is stabilized.

Surge Protocol

(Prerequisite: Level 11)
You must expend one use of your Action Surge to use this protocol. One creature within 5 feet of the drone gains an additional action on their next turn.

Heavy[edit]

Heavies hone their abilities more towards taking and dealing damage.

Bonus Proficiency

When you pick this specialty at level 3, you gain proficiency with heavy armor.

Blast Padding

When you pick this specialty at level 3, your armor class increases by 2 as long as you are wearing medium or heavy armor.

Marking Attack

Starting at level 7, whenever you hit a target with a weapon attack, you may mark the target. Attack rolls targeting the marked target have advantage. This mark fades after 1 minute. Once you use this ability, you can’t use it again until you finish a short or long rest.

Shredder Grenade

When you reach level 11, you gain an additional grenade choice for your Grenade feature, shredder grenades. A shredder grenade is a Grenade Ranged Weapon (40/80) with properties Thrown and Light. All creatures within a 10 foot radius of the grenade's landing point take 1d8 Piercing damage and gain vulnerability to bludgeoning, piercing, and slashing damage for the next 1d6 turns. Creatures with resistance or immunity to bludgeoning, piercing or slashing instead have that resistance or immunity removed for the duration.

Grenadier

Starting at level 14, your grenades’ attack and damage rolls have advantage.

Heavy Weapons

When you reach level 18, your attacks with simple and martial weapons always deal maximum damage.

Sharpshooter[edit]

Sharpshooters stay far from the fray, picking off targets with devastating accuracy

Bonus Proficiency

When you pick this specialty at level 3, you gain proficiency with Poisoner's Kits.

Headshot

When you pick this specialty at level 3, when you make an attack roll with a ranged weapon, you can choose to have critical hits land on a roll of 18-20. Once you use this ability, you can’t do so again until you finish a short or long rest.

Climber

Starting at level 7, you gain a climbing speed equal your walking speed.

Extra Attack (2)

Once you reach level 11, you can attack three times, instead of twice, whenever you take the attack option on your turn.

Sniper

Starting at level 14, attack rolls you make with ranged weapons don’t have disadvantage when attacking targets in the weapon’s long range.

Steady Hands

Once you reach level 18, if you move 0 feet on your turn, ranged weapon attacks rolls you make have advantage until the end of your turn.

Psi Op[edit]

Some Operatives have innate spellcasting abilities.

Bonus Proficiency

When you pick this archetype at level 3, you gain proficiency with any one musical instrument or your choice.

Spellcasting

When you pick this archetype at level 3, you gain the ability to cast spells through latent psychic power.

Cantrips

You learn two cantrips from the Psi Op spell list. You learn an additional cantrip at level 10.

Spell Slots

The Psi Op Spellcasting table shows how many spell slots you have to cast your Psi Op spells of 1st level or higher. You regain all your expended spell slots when you finish a long rest.

Known Spells of 1st Level and Higher

You know three 1st-level Psi Op spells of your choice. The Spells Known column of the Psi Op Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Psi Op spells you know with another spell of your choice from the Psi Op spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Psi Op spells. You use your Intelligence whenever an effect refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psi Op spell you cast and when making an attack roll with one.

Spell Save DC: Your spell save DC is equal to 8 + your proficiency bonus + your Intelligence modifier.
Spell Attack Modifier: Your spell attack modifier is equal to your proficiency bonus + your Intelligence modifier.
Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your Psi Op spells.
Table: Psi Op spell slots
— Spell Slots per Spell Level —
Level Spells Known Cantrips Known 1st 2nd 3rd 4th
3rd 2 2 2 - - -
4th 2 2 3 - - -
5th 2 2 3 - - -
6th 4 2 3 - - -
7th 5 2 4 2 - -
8th 6 2 4 2 - -
9th 6 2 4 2 - -
10th 7 3 4 3 - -
11th 8 3 4 3 - -
12th 8 3 4 3 - -
13th 9 3 4 3 2 -
14th 10 3 4 3 2 -
15th 10 3 4 3 2 -
16th 11 3 4 3 3 -
17th 11 3 4 3 3 -
18th 11 3 4 3 3 -
19th 12 3 4 3 3 1
20th 13 3 4 3 3 1
Fortress

Once you reach 7th level, you gain resistance to psychic and any one other damage type of your choice, excluding bludgeoning, piercing, and slashing.

Sustain

Once you reach 11th level, you can sustain yourself with psychic power. When you would be reduced to 0 hit points, you can instead put yourself into a stasis-like state. In this state, you are Unconscious and immune to all damage and conditions (excluding Unconscious). This lasts for a number of turns equal to 1d4 + your Intelligence modifier (minimum 1), after which you begin rolling death saving throws as normal. Once you use this feature, you can’t use it again until you finish a long rest.

Mind Control

Once you reach 14th level, you can cast dominate person as a 5th level spell once with this feature. Once you cast it with this feature, you can't do so again until you finish a short or long rest.

Rift

At 18th level, you can unleash a devastating storm of psychic energy. You can cast psychic scream with this feature. Once you do so, you can't do so again until you finish a long rest.

Psi Op Spell List[edit]

Cantrip
  • Blade Ward
  • Chill Touch
  • Eldritch Blast
  • Light
  • Mage Hand
  • Mind Sliver
  • Spare the Dying
1st Level
  • Armor of Agathys
  • Bless
  • Cause Fear
  • Chaos Bolt
  • Command
  • Detect Evil and Good
  • False Life
  • Inflict Wounds
  • Magic Missile
  • Shield
  • Sleep
  • Tasha’s Hideous Laughter
2nd Level
  • Aid
  • Blindness/Deafness
  • Crown of Madness
  • Detect Thoughts
  • Enthrall
  • Hold Person
  • Magic Weapon
  • Ray of Enfeeblement
  • See Invisibility
3rd Level;
  • Animate Dead
  • Counterspell
  • Dispel Magic
  • Fear
  • Slow
  • Vampiric Touch
4th Level
  • Death Wards
  • Dominate Beast
  • Phantasmal Killer

Grenades[edit]

Grenade Save DC

The save DC for your grenades is equal to 8 + your Intelligence modifier + your proficiency bonus.

Acid Grenade[edit]

Grenade Ranged Weapon (40/80)

Properties: Thrown, Light

All creatures within a 15 foot radius of where the grenade lands take 1d8 acid damage. Additionally, a 15 foot radius around where the grenade landed is considered difficult terrain for 1d6 turns, and any creature that enters or moves through that area takes 1d4 acid damage, no more than once a turn.

EMP Grenade[edit]

Grenade Ranged Weapon (40/80)

Properties: Thrown, Light

All creatures within a 15 foot radius of the grenade's landing point take 1d10 lightning damage. Constructs take an additional 1d4 damage from this attack.

Flashbang Grenade[edit]

Grenade Ranged Weapon (40/80)

Properties: Thrown, Light

All creatures within a 15 foot radius of the grenade's landing point must succeed on a Dexterity saving throw or be blinded for 1d8 turns.

Frag Grenade[edit]

Grenade Ranged Weapon (40/80)

Properties: Thrown, Light

All creatures within a 15 foot radius of the grenade's landing point take 2d6 Piercing damage.

Frost Grenade[edit]

Grenade Ranged Weapon (40/80)

Properties: Thrown, Light

All creatures within a 10 foot radius of the grenade's landing point take 1d8 Cold damage and must succeed on a Constitution saving throw or be frozen in ice for 1d4 turns. For this duration, they are considered petrified. The petrification ends early if the target would take any Fire damage.

Ghost Grenade[edit]

Grenade Ranged Weapon (40/80)

Properties: Thrown, Light

All creatures within 10 feet of the grenade's landing point become invisible for 1d4 turns, or until they attack or cast a spell.

Incendiary Grenade[edit]

Grenade Ranged Weapon (40/80)

Properties: Thrown, Light

All creatures within a 15 foot radius of the grenade's landing point take 1d12 fire damage, and any flammable items in the area are ignited.

Needle Grenade[edit]

Grenade Ranged Weapon (40/80)

Properties: Thrown, Light

All creatures within 25 feet of the grenade's landing point must succeed on a Dexterity saving throw or take 2d6 piercing damage, or half as much on a successful save.

Proximity Mine[edit]

Grenade ranged weapon (40/80)

Properties: Thrown, Light

This bomb does not deal damage until a Small or larger creature moves within 5 feet of it. When a creature does so, it and any other creatures within a 15 foot radius of the take 1d10 piercing damage. The mine deactivates after 1 minute.

Smoke Grenade[edit]

Grenade Ranged Weapon (40/80)

Properties: Thrown, Light

A 30 foot radius around the grenade’s landing point is heavily obscured for 1d6 turns.

Sonic Grenade[edit]

Grenade ranged weapon (40/80)

Properties: Thrown, Light

All creatures within a 15 foot radius of the grenade's landing point take 1d10 Thunder damage and must succeed on a Constitution saving throw or be deafened for 1d4 turns.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Intelligence or Constitution 13 or higher

Proficiencies. When you multiclass into the class, you gain the following proficiencies: Light and Medium armor, Simple and Martial weapons, Grenades

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