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Spec Ops

Spec Ops

Special Operatives are elite fighters trained in covert operations, infiltration, sabotage, and precision combat. Like the real-world Green Berets, Navy SEALs, and SAS, these operatives excel in unconventional warfare—thriving in chaotic battlefields and handling delicate missions with skill and precision. They are experts at overcoming obstacles, neutralizing threats, and supporting allies, with a focus on versatility, tactical planning, and adaptability.    

Tactical Planning

3rd-level Special Operative feature You are trained to prepare for any situation. As part of a short or long rest, you can analyze your upcoming mission and assign tactical roles to yourself and your allies. Choose one of the following plans:
  • Assault: You and your allies gain +10 feet of movement speed for the first round of combat.
  • Ambush: On the first round of combat, you and your allies deal an additional 1d8 damage on your first attack.
  • Defend: The AC of you and your allies increases by +1 until the end of the first round of combat.
  •     Each creature can only benefit from one plan at a time. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.    

    Combat Techniques

    3rd-level Special Operative feature You’ve mastered advanced combat maneuvers. Choose two of the following combat techniques. You can select an additional technique at 7th and 15th levels. You can use each technique once per short or long rest.
  • Flashbang Assault: As an action, you can throw a dazzling charge. Creatures within a 20-foot radius must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be blinded until the end of your next turn.
  • Tactical Roll: When an enemy targets you with an attack, you can use your reaction to move 10 feet and impose disadvantage on the attack.
  • Controlled Shot: When you make a ranged weapon attack, you can ignore half cover and three-quarters cover. If the attack hits, it deals an additional 1d8 damage.
  • Grappling Expertise: When you successfully grapple a creature, you can make an additional unarmed strike as a bonus action, dealing 1d6 + your Strength modifier in damage.
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    Operator’s Reflexes

    7th-level Special Operative feature: Your reflexes are sharp, allowing you to react to threats before they arise. You can add your proficiency bonus to initiative rolls, and when you roll initiative, you can take the Dash or Hide action as a bonus action on your first turn.     Additionally, you can no longer be surprised as long as you are conscious.    

    Adaptive Tactics

    10th-level Special Operative feature You can change your approach mid-battle. As a bonus action, you can choose one of the following benefits, which lasts until the start of your next turn:
  • Overwatch: When a creature within your weapon’s range moves more than 5 feet, you can use your reaction to make a ranged attack against it.
  • Cover Formation: When an ally within 5 feet of you is attacked, you can impose disadvantage on the attack as a reaction.
  • Suppressing Fire: When you make a ranged attack, the target has disadvantage on the next attack it makes before the start of your next turn.
  •     You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.    

    Surgical Precision

    15th-level Special Operative feature Your mastery of precision combat allows you to deal devastating blows at critical moments. When you score a critical hit with a weapon attack, the target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or become stunned until the end of your next turn.     Additionally, when you hit a creature with an attack, you can choose to reroll any 1s or 2s on the damage dice. You must use the new rolls.    

    Unstoppable Mission Focus

    18th-level Special Operative feature You are a relentless force on the battlefield, capable of overcoming overwhelming odds. You gain the following benefits:
  • Tenacity: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can use this feature once per long rest.
  • Combat Readiness: You can take two reactions per round, though you cannot use more than one reaction per trigger.
  • Precision Execution: When you roll initiative, you regain one use of your Combat Techniques.

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