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Ghost operative

Ghost Operative

Inspired by modern covert operations, Ghost Operatives specialize in stealth, sabotage, and tactical infiltration, using gadgets, precision strikes, and information warfare to outmaneuver enemies. Like operatives from the Splinter Cell series, Ghost Operatives excel at avoiding detection, neutralizing threats silently, and gathering critical intelligence, making them the perfect assassins and spies.    

Silent Takedown

3rd-level Ghost Operative feature You’ve mastered the art of taking out targets without alerting anyone. When you hit a creature with a melee attack while hidden, invisible, or unseen, the attack deals an additional 2d6 damage. The damage increases to 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level.     If the target survives, it must succeed on a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or be silenced until the start of your next turn. A silenced creature cannot shout, speak, or use verbal spell components.    

Tactical Goggles

3rd-level Ghost Operative feature You gain access to specialized goggles that enhance your perception. You can activate these goggles as a bonus action, granting one of the following benefits (your choice) for 1 minute:
  • Thermal Vision: You can see creatures within 60 feet, even if they are invisible or obscured by smoke, darkness, or magical effects.
  • Light Enhancement: You gain darkvision out to 120 feet. If you already have darkvision, its range increases by 60 feet, and you can see through magical darkness as if it were normal darkness.
  • Sound Detection: You gain advantage on Wisdom (Perception) checks to detect hidden creatures and advantage on Dexterity (Stealth) checks to remain quiet.
  •     You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.    

    Mark and Execute

    9th-level Ghost Operative feature You can anticipate your enemies’ movements, marking them for precise strikes. As a bonus action, you can mark up to three creatures within 60 feet that you can see. Your next attack against each marked creature is made with advantage, and if you hit, the attack counts as a critical hit. You must finish a short or long rest before using this feature again.     Additionally, when an ally attacks a marked target, they have advantage on their first attack roll against that target.    

    Disappear

    13th-level Ghost Operative feature When things get dangerous, you know how to vanish without a trace. When a creature misses you with an attack, you can use your reaction to immediately become invisible until the end of your next turn or until you attack.     If you are hidden when you activate this ability, you can also move up to half your speed without provoking opportunity attacks.    

    Perfect Ghost

    17th-level Ghost Operative feature You have become a master of infiltration, capable of bypassing even the most vigilant defenses. You gain the following benefits:
  • Ghost’s Edge: When you score a critical hit, you can use your Sneak Attack damage twice instead of once.
  • Silent Movement: You cannot be detected by magical means (such as Detect Magic or See Invisibility) while you are hidden.
  • Mission Focus: At the start of your turn, if no enemy can see you, you can regain one use of your Tactical Goggles or Mark and Execute without needing a rest.

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