Operatives, whether good, bad, or neutral, are those who focus on a specific practice and utilize it to get the upper hand. They can come from any world or region in the galaxy, with origins from the lowliest scoundrel to the once social elite.
EVADING DANGER
Operatives have a knack for getting out of trouble. They have an instinct for self-preservation that keeps them alive, but it’s usually tempered with a need to experience the thrills that their profession has to offer, and many adventurous operatives are also saddled with a sense of honor that sometimes makes them go against their natural inclinations. No matter what their immediate concerns may be, survival is the name of the game.
OUTSIDE THE LAW
Operatives don’t often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to bad luck, poor decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team.
While creating your operative character, consider how you first started on your path. Maybe you were raised on the street and fell into the criminal element as a means of survival. You could be a simple trader who decided to strike against the Sith Empire when it encroached on your business. What would you say is your greatest skill set? What is your core, the truest essence about yourself that keeps you focused? Why would society treat you as a criminal, yet your allies hold you as a loyal companion?
QUICK BUILD
You can make an operative quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence or Charisma. Second, choose the gambler background.
THE OPERATIVE
Level |
Proficiency Bonus |
Features |
Sneak Attack |
Operative Exploits |
1 |
+2 |
Expertise, Sneak Attack |
1d6 |
- |
2 |
+2 |
Cunning Action, Operative Exploits |
1d6 |
2 |
3 |
+2 |
Bad Feeling, Operative Practice |
2d6 |
2 |
4 |
+2 |
Ability Score Improvement |
2d6 |
2 |
5 |
+3 |
Uncanny Dodge |
3d6 |
2 |
6 |
+3 |
Expertise |
3d6 |
2 |
7 |
+3 |
Evasion |
4d6 |
3 |
8 |
+3 |
Ability Score Improvement |
4d6 |
3 |
9 |
+4 |
Practice feature |
5d6 |
3 |
10 |
+4 |
Ability Score Improvement |
5d6 |
3 |
11 |
+4 |
Reliable Talent |
6d6 |
3 |
12 |
+5 |
Ability Score Improvement |
6d6 |
4 |
13 |
+5 |
Practice feature |
7d6 |
4 |
14 |
+5 |
Blindsense |
7d6 |
4 |
15 |
+5 |
Slippery Mind |
8d6 |
4 |
16 |
+5 |
Ability Score Improvement |
8d6 |
4 |
17 |
+6 |
Practice feature |
9d6 |
5 |
18 |
+6 |
Elusive |
9d6 |
5 |
19 |
+6 |
Ability Score Improvement |
10d6 |
5 |
20 |
+6 |
Stroke of Luck |
10d6 |
5 |
CLASS FEATURES
As a Operative, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per Operative level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per operative level after 1st
PROFICIENCIES
Armor: Light armor
Weapons: Simple blasters, simple vibroweapons, martial blasters that lack the auto, special, strength, and two-handed properties, martial vibroweapons with the finesse property
Tools: One specialist's kit of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose any four
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background
(a) a vibroweapon with which you are proficient or (b) a simple blaster and a power cell
(a) a simple blaster and two power cells or (b) a simple vibroweapon and a light physical shield
(a) a burglar’s pack, (b) a dungeoneer’s pack, or © an explorer’s pack
A tool with which you are proficient
A combat suit and a vibrodagger
VARIANT: STARTING WEALTH
In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:
Class Funds Operative
7d4 x 100 cr
EXPERTISE
Operative: 1st and 6th level
Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.
At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.
SNEAK ATTACK
Operative: 1st level
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. This damage is the same as the weapon’s damage, and the attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the operative table.
CUNNING ACTION
Operative: 2nd level
Your quick thinking and agility allow you to move and act quickly. You can take the Dash, Disengage, or Hide actions as a bonus action.
OPERATIVE EXPLOITS
Operative: 2nd level
You’ve adopted two exploits, as detailed at the end of the class description. You adopt an additional exploit at 7th, 13th, and 17th level.
BAD FEELING
Operative: 3rd level
You have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.
Once you’ve used this feature, you can’t use it again until you finish a long rest.
OPERATIVE PRACTICE
Operative: 3rd, 9th, 13th, and 17th level
You choose a practice that you emulate in the exercise of your operative abilities, which is detailed at the end of the class description. Your practice choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
ABILITY SCORE IMPROVEMENT
Operative: 4th, 8th, 10th, 12th, 16th, and 19th level
You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.
UNCANNY DODGE
Operative: 5th level
When an attacker that you can see deals damage to you with an attack, you can use your reaction to halve the attack’s damage against you.
EVASION
Operative: 7th level
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
RELIABLE TALENT
Operative: 11th level
You have refined your chosen skills until they approach perfection. Ability checks you make that let you add your proficiency bonus gain a minimum roll threshold, discussed in chapter 7.
BLINDSENSE
Operative: 14th level
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
SLIPPERY MIND
Operative: 15th level
You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
ELUSIVE
Operative: 18th level
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
STROKE OF LUCK
Operative: 20th level
You have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
OPERATIVE EXPLOITS
The exploits are presented in alphabetical order.
COMMANDER’S EXPLOIT
You gain proficiency in medium armor.
EXPLORER’S EXPLOIT
You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.
FATE’S EXPLOIT
Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.
FIGHTER’S EXPLOIT
You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6.
FREEDOM’S EXPLOIT
You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.
GUERRILLA’S EXPLOIT
You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits. Lastly, you have advantage on saving throws against exhaustion.
LEARNER’S EXPLOIT
You gain proficiency in a skill and a tool, or two tools.
You can select this exploit multiple times, each time choosing a new skill and a tool, or two new tools.
MENTOR’S EXPLOIT
Prerequisite: 13th level
Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.
SKILL’S EXPLOIT
You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.
When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined two times. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain any expended uses when you finish a long rest.
Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.
Aim (Stealth). You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.
Angle (Perception). You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.
Battle Cry (Intimidation). You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.
Charm (Persuasion). You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.
Confuse Beast (Animal Handling). You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.
Distract (Performance). You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.
Emulate Predator (Nature). You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.
Feint (Deception). You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of
your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.
Hacktivate (Technology). You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.
Instruct (Investigation). You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.
Intuit (Insight). You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.
Pocket Sand (Sleight of Hand). You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.
Precision Strike (Medicine). You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.
Snare (Survival). You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.
Spin (Piloting). You attempt to confound a piloted construct you can see within 30 feet. Make an
Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.
Study (Lore). You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.
Tumble (Acrobatics). You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.
Wrestle (Athletics). You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.
TECHNOLOGIST’S EXPLOIT
You learn and can cast one 1st-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for this power.
You can select this exploit multiple times. Each time you do so, you must choose a different power.
WEAPONMASTER’S EXPLOIT
You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.
You can select this exploit multiple times. Each time you do so, you must choose different weapons.
Archetypes:
ACQUISITIONS PRACTICE
Many operatives are hired for the procurement of valuable artifacts, but only the true masters of the art can slip through the tightest security and make off with untold riches, whether they do it for a profit, or for sport. Those operatives who choose the Acquisitions Practice apply a mixture of stealth and impressive acrobatics to surpass any kind of defenses they are met with.
FAST AND AGILE
Acquisitions Practice: 3rd level
You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your demolitions kit or security kit to disarm a trap or open a lock, or take the Use an Object action.
Additionally, climbing no longer costs you extra movement, and you gain the ability to move in flying leaps with incredible speed, precision, and power. When you move, instead of using your walking speed, you may take two short movements by flying. Each movement is at half your speed, and you must end each one on a solid object, a surface, or on the ground. If you do not, you fall and your movement ends. If you Dash, your bonus movement is applied to your normal speed, not this movement.
DEFT HANDS
Acquisitions Practice: 3rd level
You learn a number of techniques to distract and confuse your opponents. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to perform a deft hand maneuver.
Some of your deft hand maneuvers require your target to make a saving throw to resist the deft hand maneuver’s effects. The saving throw DC is as follows:
Deft Hands save DC = 8 + your proficiency bonus + your Dexterity modifier
HINDER
You attempt to distract your target in order to hinder their movement. The target must make a Constitution saving throw. On a failed save, it gains 1 slowed level until the end of its next turn and it makes the first Dexterity saving throw before the end of its next turn with disadvantage.
PILFER
You attempt to pick your target’s pockets. The target must make a Wisdom saving throw. On a failed save, you have advantage on the first Dexterity (Sleight of Hand) check you make against the target before the end of your next turn.
TUMBLE
You attempt to nimbly roll away. You immediately move 10 feet in a direction of your choice, and the target must make a Dexterity saving throw. On a failed save, this movement does not provoke opportunity attacks from the creature.
SUPREME SNEAK
Acquisitions Practice: 9th level
You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Additionally, as long as you aren’t incapacitated, you no longer take damage from falling less than 100 feet, and have resistance to falling damage.
AERIAL AGILITY
Acquisitions Practice: 13th level
Your agility in the air grants you the following benefits:
When you move, you can instead take 3 short movements by flying.
Whenever you end your flying movement and you are within 5 feet of a climbable surface, you can grab onto that surface as though you were climbing upon it.
THIEF’S REFLEXES
Acquisitions Practice: 17th level
You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Additionally, you learn to utilize the momentum of your fall to make deadly vertical strikes. Whenever you fall at least 50 feet and land within 5 feet of an enemy creature you can use your reaction to make one weapon attack against that creature. If the attack is a Sneak Attack, you can deal three additional weapon dice worth of damage and the creature must succeed on a Dexterity saving throw against your Deft Hands save DC or be knocked prone.
BEGUILER PRACTICE
Those operatives who choose the Beguiler Practice augment their natural wiles and charm with subtle utilization of the Force. They tap into these powers to cloud the minds of their foes, distracting and diverting before abruptly dispatching them.
FORCECASTING
Beguiler Practice: 3rd level
You have derived powers from your emotional connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.
FORCE POWERS KNOWN
You learn 2 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Beguiler Practice Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.
List of force powers:
FORCE POINTS
You have a number of force points equal to your operative level, as shown in the Force Points column of the Beguiler Practice Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.
MAX POWER LEVEL
Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beguiler Practice Forcecasting table.
You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.
FORCECASTING ABILITY
Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.
Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier
Force attack modifier = your proficiency bonus + your forcecasting ability modifier
FASCINATING DISPLAY
Beguiler Practice: 3rd level
You can spend 1 minute attemping to distract and enthrall those around you. Choose a number of humanoids within 60 feet of you who watched your display for the duration, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you. While charmed in this way, the target idolizes you, speaking glowingly of you to anyone who talks to it. Additionally, it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on this saving throw, the target has no hint you tried to charm it.
Once you’ve used this feature, you must complete a long rest before you can use it again.
MESMERIZING PRESENCE
Beguiler Practice: 9th level
You have advantage on attack rolls against creatures charmed by you.
ENTHRALLING VIGOR
Beguiler Practice: 13th level
Whenever a creature fails a Wisdom or Charisma saving throw against a force power or class feature you use, you can gain temporary hit points equal to half your operative level + your Charisma modifier (minimum of +1).
You can use this feature five times. You gain an additional use at 17th level. You regain all expended uses when you finish a short or long rest.
DISTRACTING COUNTENANCE
Beguiler Practice: 17th level
As a bonus action, you can mask yourself with the Force for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers on your next turn.
Beguiler Practice Forcecasting
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
THE BEGUILER PRACTICE
Level Force Powers Known Force Points Max Power Level
Level |
Force Powers Known |
Force Points |
Max Power Level |
3 |
2 |
2 |
1 |
4 |
2 |
2 |
1 |
5 |
3 |
2 |
1 |
6 |
3 |
3 |
1 |
7 |
4 |
3 |
2 |
8 |
4 |
3 |
2 |
9 |
5 |
4 |
2 |
10 |
5 |
4 |
2 |
12 |
6 |
4 |
2 |
13 |
6 |
7 |
2 |
14 |
7 |
8 |
3 |
15 |
7 |
9 |
3 |
16 |
8 |
10 |
3 |
17 |
8 |
11 |
3 |
18 |
9 |
12 |
4 |
19 |
9 |
13 |
4 |
20 |
10 |
14 |
4 |
LETHALITY PRACTICE
Those operatives who choose the Lethality Practice hone their skills in the art of death. They use precise and surprising attacks to dispatch their foes with fatal efficiency.
ASSASSINATE
Lethality Practice: 3rd level
When you hit a creature that you are hidden from with a weapon attack, you can choose to turn that hit into a critical hit. If the attack reduces the creature to 0 hit points, it does not automatically reveal your presence to any remaining creatures. Make a Dexterity (Stealth) check contested by the creatures’ Wisdom (Perception) check. On a success, you remain hidden. If you would already be able to make a Dexterity (Stealth) check to remain hidden as part of the attack, you instead gain advantage on the check.
You can use this feature once. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.
LETHAL STRIKES
Lethality Practice: 3rd level
You learn how to read your foes and strikes their weak points. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a lethal strike.
Some of your lethal strikes require your target to make a saving throw to resist the lethal strike’s effects. The saving throw DC is calculated as follows:
Lethal Strike save DC = 8 + your proficiency bonus + your Dexterity modifier
PRIMING ATTACK
You attempt to prime the target. The target must make a Dexterity, Constitution, or Wisdom saving throw (your choice). On a failed save, the next time you deal Sneak Attack damage against the target before the end of your next turn, you roll four additional Sneak Attack dice.
TARGET ASSESSMENT
You attempt to infer crucial details about your foe. The creature must make a Charisma saving throw. On a failed save, the GM tells you two of the following characteristics of your choice:
Highest ability score
Lowest ability score
Strongest saving throw
Weakest saving throw
VULNERABLE STRIKE
You attempt to stagger the target. The target must make a Wisdom saving throw. On a failed save, the next time you would make an attack roll against the target before the end of your next turn, you can instead force the target to make a saving throw with the ability score of your choice. On a failed save, the creature takes normal weapon damage, is subjected to any additional effects that would occur on a hit, and you can apply your Sneak Attack damage to the roll.
INFILTRATOR
Lethality Practice: 9th level
You have become a master at avoiding detection.
When you or a creature within 5 feet of you fails a Dexterity (Stealth) check, you can use your reaction to allow that creature to reroll the check. It must use the new roll.
BUSHMASTER
Lethality Practice: 13th level
You excel at leading ambushes and acting first in a fight.
You have advantage on initiative checks. Additionally, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
DEATH STRIKE
Lethality Practice: 17th level
You’ve become a master of instant death. When you deal weapon damage to a creature that you are hidden from or that is surprised, you can force it to make a Constitution saving throw against your lethal strike save DC. On a failed save, double the damage of your attack against the creature, and you can’t use this feature again until you finish a long rest.
SHARPSHOOTER PRACTICE
Those operatives who choose the Sharpshooter Practice are bringers of death. Striking from a safe distance, the Sharpshooter uses precision shooting to control the battlefield and bring targets down quickly.
ASSUME THE POSITION
Sharpshooter Practice: 3rd level
You don’t need advantage on your attack roll to use your Sneak Attack if your target is greater than 30 feet from you and no enemies are within 5 feet of you. Additionally, standing up from prone now only costs 5 feet of movement.
Additionally, you gain proficiency with two martial blasters of your choice.
PLACED SHOTS
Sharpshooter Practice: 3rd level
You perfect the art of placing distant shots for maximum effectiveness in debilitating and controlling your enemies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a placed shot.
Some of your placed shots require your target to make a saving throw to resist the placed shot’s effects. The saving throw DC is calculated as follows:
Placed Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
DISARMING SHOT
You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it’s holding. The object lands at its feet.
PENETRATING SHOT
You attempt to damage another target with the same attack. Choose a second target within 15 feet of and directly behind your initial target. If the original attack roll would hit the second target, it takes two dice worth of Sneak Attack damage.
The damage is of the same type dealt by the original attack.
SUPPRESSIVE SHOT
You attempt to pin the target to its location. The target must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.
HEAD SHOT
Sharpshooter Practice: 9th level
You are at your deadliest when your enemies are unaware of the danger they are in. You have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet.
Additionally, any hit you score against a creature that is surprised is a critical hit.
DISTRACTING SHOT
Sharpshooter Practice: 13th level
You are able to defend your compatriots from afar. When a friendly creature you can see within your weapon’s normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is within your weapon’s normal range, you can use your reaction to make a ranged weapon attack against the source. On a hit, instead of dealing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.
DOUBLE TAP
Sharpshooter Practice: 17th level
You’ve learned to capitalize when you have the advantage. When you take the Attack action and make an attack with advantage, you can choose to forgo the advantage. If you do, you can make an additional attack against the target or another creature within 5 feet of it (no action required). Both attacks can benefit from your Sneak Attack damage, instead of only one.
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