Operator Class¶
Operators come from Special Forces units in all branches, due to their self-reliance and specialized skill-set. Candidates also come from the other military branches and even the police force. Most candidates assigned to the Operations, Communications and/or SIGINT squadrons go through an assessment and selection course, as well as a lengthy background investigation and psychological testing. Once admitted to the unit, they receive further training in specialized Training Courses. Like all units, this Intelligence Support Activity contains operational detachments as well as support detachments such as intelligence analysis, medical, and logistics.
Candidates must have previous training in tactics, such as CQC, sniper, counter-sniper, and source development. Foreign language skills, although highly desired, are not a prerequisite to becoming a member of the unit, though to be a SIGINT/HUMINT operator in the field with other Special Mission Units, working clandestine operations in non-permissive environments, knowing a minimum of several languages is usually indispensable (e.g. Persian, Arabic, Pashto, etc.).
Some of the disciplines focused on in the training course are: infiltration techniques, advanced air operations, professional driving (offensive and off-road), personal defensive measures, state-of-the-art communications, deep surveillance, tradecraft, weapons handling, hand-to-hand combat, and signals intelligence.
Operator Class Table¶
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Basic Training, Second Wind |
| 2nd | +2 | Operator Training, Action Surge (one use) |
| 3rd | +2 | Combat Designation |
| 4th | +2 | Operator Training |
| 5th | +3 | Extra Attack |
| 6th | +3 | Operator Training |
| 7th | +3 | Combat Designation feature |
| 8th | +3 | Operator Training |
| 9th | +4 | Indomitable (one use) |
| 10th | +4 | Combat Designation feature, Operator Training |
| 11th | +4 | Extra Attack (2) |
| 12th | +4 | Operator Training |
| 13th | +5 | Indomitable (two uses) |
| 14th | +5 | Operator Training |
| 15th | +5 | Combat Designation feature |
| 16th | +5 | Operator Training |
| 17th | +6 | Action Surge (two uses), Indomitable (three uses) |
| 18th | +6 | Combat Designation feature, Operator Training |
| 19th | +6 | Resourceful |
| 20th | +6 | Extra Attack (3), Operator Training |
Class Features¶
As an Operator you have completed and gain the following Training Programs.
Hit Points¶
- Hit Dice: 1d10 per Operator level
- Hit Points at 1st Level: 10 + your Constitution score (not CON Bonus)
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Operator level after 1st
Starter Training Programs¶
- Armor Training: Armor Training Level 1 in Light and Medium.
- Weapons Training: Weapon Training Level 1 in Assault Rifles, Pistols, Grenades, Grenade Launchers, Combat Knife, and Bayonet.
- Tools Training: None.
- Saving Throw Training: Save Training Level 1 in Strength and Dexterity.
- Language Training: Pick one - Level 1-4 in English; OR Level 1-3 in English plus Level 1 in another language of your choice; OR Level 1-4 in a non-English mother tongue plus Level 1-2 in English (NATO working level).
- Skills Training: 2 + Intelligence Modifier Level 1 Trainings, chosen from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidate, Investigation, Perception, Nature, Survival.
Starter Equipment¶
- Standard Issue gear package
- 30 Requisition Points for Weapons and 20 for Armor
- One Level 1 Training Program of your choice
Basic Training¶
In your initial training during the unit endoc you picked up on a few styles of combat. Pick one trait from below. Gain one more trait at Levels 10 and 20. You may take the same style more than once.
- Marksman: +2 bonus to attack rolls made with ranged weapons.
- Defense: +1 bonus to AC.
- Dirty Fighting: When a creature within 5 feet of you attacks, you can use your reaction to impose disadvantage on a single attack.
- Dueling: When wielding a melee weapon in one hand and nothing in the other, gain +2 to damage rolls with that weapon.
- Two-Weapon Fighting: When engaged in two-weapon fighting, add your ability modifier to the damage of the second attack.
- Mobility: +5 ft movement.
- Strong Throw: When using a thrown weapon, always count as having 1 less range multiple (minimum 1).
Second Wind¶
You have a limited well of stamina. On your turn you can use a bonus action to regain hit points equal to 1d10 + your class level. Once used, you must finish a short or long rest before you can use it again. May only be used if you are at Triage code Orange or better. See Triage Code.
Operator Training¶
At 2nd level, and again at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th level, you pick 2 Levels in any Training Program you choose. You may not use both levels on the same upgrade with a single use of Operator Training. See Training Programs.
Action Surge¶
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and possible bonus action.
Combat Designation¶
At 3rd level, choose a Combat Designation: Rifleman, Marksman, Machine Gunner, Demolitions Specialist, Unit Leader, Combat Medic, Dog Handler, or Tech Specialist. The chosen Designation grants features at 3rd, 7th, 10th, 15th, and 18th level. See Combat Designations.
Extra Attack¶
At 5th level, you can attack twice, instead of once, when you take the Attack action. Increases to three attacks at 11th level and four attacks at 20th level.
Indomitable¶
Beginning at 9th level, reroll a failed saving throw (use the new roll). Cannot be used again until a long rest. Usable twice between long rests starting at 13th level and three times starting at 17th level.
Resourceful¶
At Level 19, gain one extra use of your choice of Second Wind, Action Surge, or Indomitable, regained after a long rest.