Rogue
Base Class: Rogue

The unique training and skillset of an Operative was rumored to originate from lands far away from Faerûn, but has still found it's way across many parts of Toril. It has since been adopted and modified from one region to another, but always retains its core and defining attributes. 

They are specialists in stealth and disguise. They will wear the appearance of a common soldier, an entertainer, a commoner, or are even dressed in a way to better blend in to their surrounding environment. The operatives main function is to observe and remain closer to their target of interest.

Operatives are a master of various tools to assist them from poisons, fire, and other alchemical concoctions, exotic weaponry wielded with alarming mastery and precision, and even mundane items no one would ever suspect to be as lethal. 

While the Operative share a number of similarities to an Assassin, the difference always exists in how the two complete the job. An Assassin will similarly blend in to get close to its target and wait for the moment to quickly and effectively bring it down. An Operative will blend in, stay close to its target for undetermined amounts of time to slowly set in motion their assigned goal. They have been known to be their target's closest ally during their fall, as well as the executing agent to guide who they serve into the position of power.

Weapon Finesse

Starting at the 3rd level, you can gain you Proficiency Bonus with any weapon from the list and it gains the Finesse property. At the 9th, 13th, and 17th level you gain an additional weapon choice.

You can choose from:

  • Improvised Weapons
  • Any one Simple Weapon
  • Any one Martial Weapon
  • Any one Firearm*

Ranged weapons selected with this ability gain the Finesse property when they are used to make a melee attack with for 1d4 damage.

*: Discuss with your Dungeon Master if Firearms mentioned in the Dungeon Master's Guide are supported within their adventure.

Firearm

You gain proficiency and Finesse with any chosen weapon.

Ranged Weapons used for melee attacks are still treated as Finesse weapons with PB+Dex Mod to hit and 1d4+Dex Mod Bludgeoning damage.

Improvised Weapons

You gain Finesse with Improvised Weapons

Martial Weapon

You gain proficiency and Finesse with any chosen weapon.

Ranged Weapons used for melee attacks are still treated as Finesse weapons with PB+Dex Mod to hit and 1d4+Dex Mod Bludgeoning damage.

Simple Weapon

You gain proficiency and Finesse with any chosen weapon.

Ranged Weapons used for melee attacks are still treated as Finesse weapons with PB+Dex Mod to hit and 1d4+Dex Mod Bludgeoning damage.

Tools of the Trade

At the 3rd Level you gain proficiency using Improvised Weapons knowing how to use anything around you as a deadly weapon if needed. 

Additionally, you have a knack for creating useful tools to help with the job. You gain proficiency using an Alchemist Set or a Poisoner's Kit. The Save DC against items you create from the Alchemist Set and Poisoner's Kit is 8+Proficiency Bonus+Intelligence Modifier or what is listed for the created item. If you already have these tool proficiencies, you can select a different tool proficiency instead.

Art of Presence

At 9th level, you become an expert at knowing how to get close to a target through false appearance, camouflage, or even creating bonds.

You gain proficiency using a Disguise Kit. You also double your proficiency bonus when using a Disguise Kit. If you are already proficient with a Disguise Kit, you can gain proficiency with any one instrument or game set in place of it.

You can also attempt to Hide against a creature when you are only lightly obscured from things like shade, cover, or even creatures the same size as you or taller that you can use to break line of sight. This ability extends to environmental effects that provide you to be lightly obscured like foliage, heavy rain, falling snow, mist, and other natural phenomena.

Throwing Expertise

At the 13th level, you are both skilled using thrown weapons and understand how to use them to distract and slow enemies. 

On Hit: Thrown Weapon attacks gain bonus damage equal to your proficiency bonus and reduce the target's speed by 15ft until the end of their turn.

Using the Attack Action, you can throw 2 Darts, but their damage changes to 1+Dexterity Modifier for damage. You can direct the darts at the same target or at different ones.

In addition, you can draw a weapon that has the thrown property as part of the attack you make with the weapon.

Hide in Plain Sight

At 17th lvl, you are adept at remaining hidden and unnoticeable in any given situation. You can no longer be surprised in combat and you can use the Hide action even under circumstances that normally wouldn't allow you to in combat. 

Additionally, at the start of combat, you can use the Hide action before a surprise round or initiative is rolled.

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