Base Class: Rogue
Phantom Operatives are a special division of rogues, ghosts on the battlefield and trained in infiltration, sabotage and close-quarters combat and battlefield deception. They rely not only on blades or guns, but also their fists... capable of performing chokeholds and tactical cunning to take out their enemies silently and efficiently.
Level 3: CQC Specialist
You have trained in brutal hand-to-hand combat and stealth takedowns, using your fists and firearms. Starting at level 3, you gain the following features:
- Unarmed Proficiency: You gain a martial arts dice on your unarmed strikes. Your unarmed strikes deal 1d6 + your Dexterity Modifier bludgeoning damage. The damage die increases to 1d8 and 1d10 at levels 9 and 13 respectively.
- Sneaky Strikes: You can apply your Sneak Attack damage to your unarmed strikes, if you meet the normal conditions for doing so.
- CQC Gunman: You are proficient with firearms that lack the two-handed or heavy weapons property. Using these firearms within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- Takedown Choke: When you hit a creature with your unarmed strike while hidden or when they are surprised, you can force them to make a Constitution Saving Throw (DC = 8 + Dexterity Modifier + Proficiency Bonus). On a failed save, the target is stunned until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest and is possible, only if the target is no more than one size larger than you and if you have a hand free to grab it.
Level 9: Tactical Combat Master
You have mastered the art of battlefield misdirection, and the art of using deceiving your enemies with espionage tactics,
When you take the Hide action, you may choose to hide in a cardboard box that has painted camo as per the environment you are in. While stationary in the cardboard box, you have advantage on Stealth and Deception checks. However while moving in the cardboard box, you have disadvantage on Stealth and Deception checks. If an enemy can see you moving within their line of sight, they can make an Investigation check with a +5 bonus contested to your Stealth check.
Level 13: Counter-Combat Reflexes
Your battlefield awareness and instincts grow, as it allows you to redirect the force of their attacks on you against them.
- Nage-Waza: When a creature hits you with a melee attack, you can use your reaction to roll an Athletics check against their attack roll as the DC, using your Dexterity modifier rather than your Strength. If your check succeeds, you perform an overhead throw slamming them to the ground, making them take bludgeoning damage equal to half roll of your Sneak Attack dice, and giving them the prone condition. This feature is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.
- Tactical Disarm: Once per turn, when you hit a creature with an unarmed strike, you can attempt to disarm them as part of the same attack. The target must succeed on a Strength Saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier), on a failure, the target drops one item they are holding.
Additionally, you may now wield firearms that have the Heavy and Two-Handed properties and you may now add your ability modifier to the damage rolls made from Ranged Weapons with the Firearm property.
Level 17: "Kept ya waiting huh ?"
You have achieved peak martial prowess with your combat agility and quick decision making trained by your instincts. When rolling Initiative, you may choose to inject yourself with a combat enhancement drug (free action) whose effect lasts for a minute or until you are incapacitated. You gain the following features while under the effects of this drug:
- When rolling initiative, as part of the combat-enhancement, you may choose to move up to your move speed and attack an enemy creature with an unarmed strike.
- When you roll a Critical Hit or reduce an enemy to 0 Hit Points, you may move up to your remaining movement and make an extra attack another enemy within your range, to a maximum to two creatures per turn.
- Additionally, your damage die for your unarmed attacks increases to 1d12 for the duration, and your Takedown Choke now paralyses enemies rather than stuns.
Previous Versions
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5/7/2025 11:24:15 AM
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v0.5
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5/7/2025 11:37:19 AM
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v1.0
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Coming Soon
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8/3/2025 3:42:00 AM
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53
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4
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1.1
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Coming Soon
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