Base Class: Rogue
Operators are tactical masterminds, trained to lead from within the chaos. They don’t dominate the battlefield with brute force, but by coordinating allies with precise commands, sharp instincts, and calm under pressure. Whether guiding a squad through crossfire or calling a perfect strike at the right moment, Operators turn any fight into a calculated victory. Their strength lies not in what they do alone—but in what they make others capable of.
Quote: “Motivation, discipline and instincts… The only steps to win a war.”
Operative Tactician (3rd level)
You can use Help action as your cunning action, and you can use help on a target which can see or hear you within 30 feet of you.
Command and Obey (3rd level)
You can use your action for ordering an ally which can hear or see you within 15 feet, the ordered ally can make a single attack to a target within their reach as a reaction. You can use this feature equal to your Wisdom modifier (minimum of 1) until you take a short or long rest.
Battlefield Tools (3rd level)
You gain proficiency in Cartographer's Tools and Navigator’s Tools.
At 7th level, gain expertise on these tools.
Improved Orders (9th level)
Whenever you order an ally to attack, if the ally meets the requirements excluding finesse weapon property it can deal additional damage equal to your sneak damage.
Grand Battle Plan (9th level)
You can add your wisdom modifier to your initiative rolls, and when you roll initiative to get in combat, you can exchange the initiative values of your allies and yourself among yourselves.
Superior Tactics (13th level)
On an order to an ally, you can order them to move equal to their movement speeds, or take magic, dodge, dash or use an object action. If you give order to attack, the attacking allies need to roll a Critical Hit while attacking is reduced by 1.
Grand Field Support (13th level)
Whenever you give help action to a target, if the target is affected by a condition (such as paralyzed, charmed, frightened, ect.) it can repeat the saving throw for resisting the condition, if the condition doesn’t require a saving throw this feature automatically dismisses the condition.
Great Doctrine (17th level)
On an initiative you can decrease all of the hostile creature’s initiative values equal to your wisdom modifier, and if the decrease causes a creature’s initiative value to drop to 0, it counts as surprised.
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