Base Class: Rogue
shadow operative
Masters of stealth, precision, and tactical control, Shadow Operatives combine the cunning of assassins, the intellect of tacticians, and the precision of surgeons. Through a mix of subtle magnetism, anatomical mastery, and shadowcraft, they dominate the battlefield not through brute strength but through perfect execution.
Magnetic Precision
You can subtly manipulate metallic objects around you.
Magnetic Pull/Push (Bonus Action). Choose one Tiny metal object within 30 ft. You can pull it toward you or push it away up to 30 ft. If the object is held or worn, the creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or lose control of it. You can catch it if you have a free hand.
Magnetic Strike. When you use this ability, you can make a ranged attack with the object using your Intelligence modifier for the attack and damage rolls. The object deals 1d4 bludgeoning or piercing damage and can trigger your Sneak Attack if the target is within 30 ft.
Surgical Strike
When you hit a creature with a weapon attack that qualifies for Sneak Attack, you can choose one effect until the start of your next turn:
• Cripple: Target’s speed –10 ft.
• Expose: Next attack against it has advantage.
• Disrupt: Target can’t take reactions.
You also gain proficiency in Medicine or Investigation (your choice).
Tactical Stealth
You can Hide even while observed if you are within 5 ft of an ally or in dim light. When you attack from hiding, you have advantage, and if you miss, you remain hidden.
Whenever you deal Sneak Attack damage, you can move up to 10 ft without provoking opportunity attacks.
Adaptive Reflexes
When a creature you can see attacks you, you can use your reaction to impose disadvantage on the attack roll. If the attack misses, you can immediately move up to half your speed without provoking opportunity attacks.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Lethal Chain
When you reduce a creature to 0 HP, you can immediately move up to your Dexterity modifier × 5 ft and make another weapon attack as part of the same action.
This attack can benefit from your Sneak Attack even if you’ve already used it this turn.
You can chain this feature multiple times in a turn if each attack reduces a creature to 0 HP.
Name: Perfect Execution
Once per long rest, you may declare a Perfect Execution before making an attack roll.
• The attack automatically qualifies for Sneak Attack even if you have disadvantage.
• It scores a critical hit on a 19–20.
• It deals extra damage equal to your rogue level.
• The target can’t take reactions until the start of your next turn.
If the target is reduced to 0 HP, you can teleport up to 30 ft to an unoccupied space you can see.
Comments