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Operator


Hit Points

Hit Dice: d10 per Operator level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d 10 (or 6) + your Constitution modifier per operator level after 1st

Proficiences

Armor: All armour, shields
Weapons: Simple weapons, martial weapons, handguns, longarms, heavy weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose three skills from Athletics, Computing, Intimidation, Investigation, Perception, Stealth, and Survival.

Overview & Creation

Operators learn the basics of all combat styles. Every operator can get up close with a combat knife, brawl with a chain sword, and shoot pistols, shotguns, SMGs, rifles and missile launchers with some degree of skill. Likewise, an operator is adept with shields and every form of armor. Beyond that basic degree of familiarity, each operator specializes in a certain style of combat. Some concentrate on marksmanship, some on fighting with two weapons at once, and some on augmenting their martial skills with psionics. This combination of broad general ability and extensive specialization makes operator superior combatants on battlefields and in street skirmishes alike.


Class Features

Combat Techniques

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Combat Technique option more than once, even if you later get to choose again.  

Marksmanship

You gain a +2 bonus to attack rolls you make with ranged weapons. This also applies to thrown weapons, but not to explosives.  

Defense

While you are wearing armor, you gain a +2 bonus to AC.  

Double Tap

When using a semiautomatic firearm with at least two bullets loaded, you may use the attack action to fire two bullets at a single target. You receive a disadvantage on the attack roll, but deal one additional die of damage with a successful hit. For example, a weapon that usually deals 2d6 damage would instead deal 3d6.  

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 be Large sized or bigger for you to gain this benefit.  

Protection

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

Strafing Fire

When using an automatic weapon, you can affect an area 20 feet long and 5 feet wide (a line of four 5 foot squares), rather than the usual 10 foot by 10 foot area.  

Two-Weapon Fighting

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

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your operator level. Once you use this feature, you must finish a short or long rest before you can use it again.  

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.  

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Shock Trooper, Street Samurai, Psi Soldier, or Tracer, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.  

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score o f your choice by 2, or you can increase two ability scores o f your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.  

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level  
 


Subclass Options

Martial Archetype - Shock Trooper

The archetypal Shock Trooper focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence, and are dangerous assault leader.  

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.  

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.  

Additional Combat Technique

At 10th level, you can choose a second option from the Combat Technique class feature.  

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.  

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.    

Martial Archetype - Street Samurai

Those who emulate the archetypal Street Samurai employ martial techniques passed down through generations. To a Street Samurai, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Street Samurai archetype, but those who do are well-rounded fighters of great skill and knowledge.  

Combat Superiority

When you choose this archetype at 3rd level, you learn manoeuvres that are fuelled by special dice called superiority dice.   Manoeuvres: You learn three manoeuvres of your choice, which are detailed under “Manoeuvres” below. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack. You learn two additional manoeuvres of your choice at 7th, 10th, and 15th level. Each time you learn new manoeuvres, you can also replace one manoeuvre you know with a different one.   Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.   Saving Throws: Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows:   Manoeuvre save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)  

Student of War

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.  

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:   • Strength score • Dexterity score • Constitution score • Armour Class • Current hit points • Total class levels (if any) • Operator class levels (if any)  

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d l2 s .  

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.  

Manoeuvres

The manoeuvres are presented in alphabetical order.   Commander’s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one o f your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.   Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.   Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.   Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.   Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.   Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.     Manoeuvring Attack. When you hit a creature with a weapon attack, you can expend one superiority die to manoeuvre one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.   Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.   Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.   Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this manoeuvre before or after making the attack roll, but before any effects of the attack are applied.   Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.   Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.   Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.   Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet o f the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.   Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.    

Martial Archetype - Psi Soldier

The archetypal Psi Soldier combines the martial mastery common to all operators with a natural psychic ability. Psi Soldiers use psionic techniques similar to those practised by Psykers. They focus their study on two of the eight schools of psionics: abjuration and evocation. Abjuration powers grant a Psi Soldier additional protection in battle, and evocation powers deal damage to many foes at once, extending the operator’s reach in combat.  
Level Cantrips Known Powers Known 1st 2nd 3rd 4th
3 2 3 2 - - -
4 2 4 3 - - -
5 2 4 3 - - -
6 2 4 3 - - -
7 2 5 4 2 - -
8 2 6 4 2 - -
9 2 6 4 2 - -
10 3 7 4 3 - -
11 3 8 4 3 - -
12 3 8 4 3 - -
13 3 9 4 3 2 -
14 3 10 4 3 2 -
15 3 10 4 3 2 -
16 3 11 4 3 3 -
17 3 11 4 3 3 -
18 3 11 4 3 3 -
19 3 12 4 3 3 1
20 3 13 4 3 3 1
   

Psionics

At 3rd level, you augment your martial prowess with the ability to cast psionic powers.   Cantrips: You learn two cantrips of your choice from the psyker psionics list. You learn an additional psyker cantrip of your choice at 10th.   Power slots: The Psi Soldier table shows how many psionic power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.   Powers Known of 1st-Level and Higher: You know three 1st-level psyker powers of your choice, two of which you must choose from the abjuration and evocation powers on the psyker power list. The Powers Known column of the Psi Soldier table shows when you learn more psyker powers of 1st level or higher. Each of these powers must be an abjuration or evocation power of your choice, and must be of a level for which you have power slots. For instance, when you reach 7th level in this class, you can learn one new power of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of psionics. Whenever you gain a level in this class, you can replace one of the psyker powers you know with another power of your choice from the psyker power list. The new power must be of a level for which you have power slots, and it must be an abjuration or evocation power, unless you’re replacing the power you gained at 8th, 14th, or 20th level.   Psionic Casting Ability: Constitution is your psionic casting ability for your psyker powers. You use your Constitution whenever a psyker power refers to your psionic casting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a psyker power you cast and when making an attack roll with one.   Power save DC = 8 + your proficiency bonus + your Constitution modifier Power attack modifier = your proficiency bonus + your Constitution modifier  

Weapon Bond

At 3rd level, you learn a ritual that creates a psychic bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.  

War Psionics

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.  

Psionic Strike

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your psionic powers. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a power you cast before the end of your next turn.  

Psionic Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.  

Improved War Psionics

Starting at 18th level, when you use your action to cast a power, you can make one weapon attack as a bonus action.    

Martial Archetype - Tracer

Tracers are stealthy manhunters and elite assassins, infiltrating the most secure facilities to secure their objectives and disappearing without a trace. Some tracers even venture beyond the known universe to hunt the most perilous beasts of all - aliens from the Warp.  

Hunter's Prey

Starting at 3rd level when you choose this archetype, you gain one o f the following features of your choice.   Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.   Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.   Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range o f your weapon.  

Unfettered Access

Starting at 7th level, moving through difficult terrain costs you no extra movement. You can also pass through plants, barbed wire, and similar obstacles without being slowed by them and without taking damage from any hazards they may have. You are affected normally by psionically created difficult terrain. In addition, you have advantage on saving throws against terrain obstacles that are psionically created or manipulated to impede movement, such those created by the entangle power.  

Hide in Plain Sight

Starting at 10th level, you can spend 1-minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, rubble, wire, and other materials that occur commonly in the area with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit  

Vanish

Starting at 15th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked apart from by psionics, unless you choose to leave a trail    

Perfect Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
 


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Houdini26.

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