Base Class: Rogue
While most rouges live up to their worst stereotypes, operatives focus their training on appearing that they don't. By putting focus on their basic combat skills and demonstrating plenty of artisanship, operatives make the perfect addition to any adventuring party, military group or business organization.
Part of the crew and a valued comrade, the operative is a master at laying low and blending in to the background while gaining the trust any group of their interest. In the meantime their true intentions remain a secret as only they know where their loyalties lie.
Cunning Subtlety
When you choose this archetype at 3rd level, you become much more efficient with information gathering as well the act of sabotage. You can use the bonus action granted by your Cunning Action to take the Search or Use an Object action.
Professional
At 3rd level, you focus your talents on gaining a rudimentary skill set that would make you a good candidate for any group of your interest. You gain proficiency with medium armor, shields, martial weapons and one type of artisan’s tools of your choice.
You gain proficiency with an additional type of artisan’s tools at 9th, 13th and 17th level.
In addition, to be less reliant on your roguish ways you adopt a style of fighting by mimicking real martial prowess. 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. Whenever you reach a new level in this class, you can replace a fighting style you know with another fighting style available to Operatives.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Blend In
Starting at 9th level, you exude an aura of familiarity, that makes your actions seem normal and your presence natural. Any creature that makes an Intelligence (Investigation), Wisdom (Insight) or Wisdom (Perception) check to gain information about you, your location or intentions must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or fail the check. If the check is made towards multiple creatures, then failing the save excludes you from the targeted group.
In addition, you can use this feature to cast the Arcanist's Magic Aura spell, without expending a spell slot or requiring components, but , if you do, you can't cast it this way again until you finish a long rest.
Shared Past
At 13th level, you have become so convincing, that you can make anyone doubt their own recollection trough intense focus of your influence. You can cast the Modify Memory spell at a level equal to your Proficiency Bonus, requiring no components, and your spellcasting ability for the spell is Charisma.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and can't use it again until you finish a long rest, unless you choose to gain a level of exhaustion upon doing so.
Extra Attack
Beginning at 17th level, you've gained enough martial prowess, that you can attack twice, instead of once, whenever you take the Attack action on your turn.
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