User:Quincy/Cloaked Operator

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"We determine who we are by what we do."

Cloaked Operator[edit]

Creating an Operator[edit]

Quick Build[edit]

You can make an Operator quickly by following these suggestions. First, make Dexterity and Charisma your highest ability score, followed by either Strength or Constitution. Secondly, Choose a Background that deals with espionage, stealth, or any roguish feature.

Class Features

As a Cloaked Operator you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, hidden blades, duel daggers
Tools: (Listed Below in "Black Market")
Saving Throws: Dexterity, Charisma
Skills: Choose 2 from Stealth, Sleight of Hand, Persuasion, Performance, Perception, Investigation, Intimidation, Insight, Deception, Athletics, and Acrobatics

Equipment

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

  • (a) simple weapon or (b) duel daggers
  • (a) leather armor or (b) elegant black cloak
  • (a) a dungeoneer's pack or (b) a burglars pack
  • (a) a necklace worth 1,000 gp or (b) a ring worth 1,000 gp

Table: The Cloaked Operator

Level Proficiency
Bonus
Features
1st +2 Expertise, Sneak Attack
2nd +2 Marked for Death, Black Market
3rd +2 Numbered Archetype
4th +2 Ability Score Improvement, The Hummingbird
5th +3 Extra Attack (2)
6th +3 Expertise (2)
7th +3 Numbered Archetype
8th +3 Ability Score Improvement, Jack of All Trades
9th +4 Untapped Potential
10th +4 Numbered Archetype
11th +4 Extra Attack (3)
12th +4 Ability Score Improvement, Jack of All Trades
13th +5 The Moth
14th +5 Saving Graces
15th +5 Numbered Archetype
16th +5 Ability Score Improvement, Jack of All Trades
17th +6 Clairvoyance
18th +6 Preemptive Strike
19th +6 Ability Score Improvement, Jack of All Trades
20th +6 Dormant Embrace

Expertise[edit]

Beginning at 1st level,

Sneak Attack[edit]

Also, at 1st level

Marked for Death[edit]

At 2nd level,

Black Market[edit]

Another 2nd level trait,

Numbered Archetypes[edit]

At 3rd level, you choose an archetype that will allow you to Seduce your adversaries, Utilize you abilities for extreme prejudice, or become one with the blade hidden within the shadows. Choose either 007, 047, or 072, detailed at the end of the class description. The archetype you choose grants you features at 3rd level, and then later at 7th, 10th, and 15th level.

The Hummingbird[edit]

Once you reach 4th 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 you 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]

Beginning at 5th level, you can attack twice, whenever you take the Attack action on your turn. You gain an additional extra attack at 11th level.

Expertise[edit]

Starting at 6th level,

Jack of All Trades[edit]

Beginning at 8th level,

Untapped Potential[edit]

Starting at 9th level,

Battering Ram[edit]

Starting at 13th level,

Saving Graces[edit]

At 14th level,

Siege Weapon[edit]

Starting at 17th level,

Preemptive Strike[edit]

At 18th level,

Dormant Embrace[edit]

At 20th level,

Number 007[edit]

An Operative of 007 is one whom learns the art of utilizing not only his brawn's; but, his ability to strategize and tactically overcome any and all situations. His traits allow him both domination on the field as well as in a formal environment using his ability of a well trained "jack of all trades" warrior and a cunning linguist. He is primarily fond of his ability to Win.

Seduction[edit]

For a 3rd level 007, the art of speaking has become an uncanny ability in which you gain 3 languages of your choice, the ability to make an undecipherable language in which only you and those you teach can read, a +6 Charisma against the opposite sex and a +3 Charisma against the same sex. Once a day with this ability you can convince a member of the opposite sex to perform a simple to moderate task (According to DM) in which they are simply assuming it's what "they" want to do. While speaking with a vendor you gain advantage on haggling rolls.

Peak Performance[edit]

Starting at 7th level, your body has grown accustom to the intense challenges you put it through. You gain a +10 to your movement speed, standing is now a bonus action, and your swimming and climbing speed are now equal to your movement speed, another property of this trait is that your gain resistance to bludgeoning damage when wearing light armor. With this ability you also gain proficiency in both Land and Sea Vehicles

Well-Rested[edit]

Starting at 10th level, you gain theoretical proficiency in resting. At this level you may treat a short rest as a long rest and you are constantly aware of your surroundings as well as gain a 1d10 temporary health; but, if you choose to do a long rest you fall into a deep unconscious sleep. Upon awakening all experience for the next 12 hours is increased by half and you gain a 1d20 temporary health. Whenever you are in an area in which you've recently within the last 4 hours rested, you gain advantage on Perception, Investigation and Survival rolls.

Die Another Day[edit]

Starting at 15th level, your enemies may have the upper hand but you always come out on top. You now have advantage on your initial Death Saving throw, also when you take damage which causes you to bleed over time it is reduced by half. You gain advantage on subduing your enemy (such as grappling, knocking them prone, etc.), Coup De Gracing (sleeping assassinations, reducing the enemy below half Health in 1 hit, Etc.) and Constitution saving throws.

Number 047[edit]

An Operative of 047 is one who revolves around completing an objective at all cost even if that mean silencing witnesses both guilty and innocent. They are one who rarely show any signs of emotion, almost never raising their voice or breaking character if the task involves one. They are usually content with being alone but will work in groups if the mission requires.

Plain Sight[edit]

Once you achieve 3rd level,

Master of Arts[edit]

Starting at 7th level,

Organic Weapon[edit]

Beginning at 10th level,

High Priority[edit]

Starting at 15th level,

Number 072[edit]

An Operative of 072

Hawks Visionary[edit]

Once you achieve 3rd level,

Hardcore Parkour[edit]

Starting at 7th level,

==[edit]

Beginning at 10th level,

==[edit]

Starting at 15th level,


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Nordic Outlander class, you must meet these prerequisites: Strength 13 or Constitution 13.

Proficiencies. When you multiclass into the Nordic Outlander class, you gain the following proficiencies: light armor, medium armor, Spears, Handaxes, Throwing Axes, Improvised Weapons, and obtain the brewers' and skinners' tools