Operative

An agent of the crown is sent out to perform on his Emperor's behalf once again: a crime syndicate, operating out-of-state, seems to be amassing weapons of devastating power: both magical and otherwise. They will be readily alerted to an oncoming sizeable military force, and potentially launch their assault early, turning the lower half of the kingdom into rubble. Fortunately, the Emperor's agents sent their best lone Operative. But adventure begets a drink...

A decisive man, faced with unforseen consequences from their actions, is set to fight a battle they have no chance of winning. This man is no pushover, however; they have been known to adapt and survive against all odds. When its this free man versus the world, the world will know its place as a sandbox for this Operative's prowess.

Artificers of Operation

A situation might be too delicate for a brutish army of meat, or too complicated for a morally-flimsy spy. An Artificer of Operation uses their intelligence to bolster their subterfuge, combat acuity and survivability in the face of great adversity. An operative in the right place, at the right time, can make all of the difference in the world.

Operative Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Operative Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Operative Spells
Artificer Level Spell
3rd comprehend languages, charm person
5th silence, suggestion
9th nondetection, sending
13th arcane eye, Mordenkainen's Private Sanctum
17th mislead, far step

License to Kill

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

  • When you attack with an unarmed strike, infused weapon or Operative tool, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

  • You gain proficiency in Stealth and Sleight of Hand checks.


Operative Tools

Starting at 3rd level, your dedication to deferring detection has garnered you unique tools to bolster your espionage capabilities. These tools define you as an Operative, and offer benefits that suit your playstyle. While these tools do not require attunement, you can have only one at a given time. You can exchange this tool for another tool after a long rest. You cannot use operative tools while wearing heavy armor or if wielding a shield. You are proficient with all of these tools.

Shoes of Brisk Pace (Combat)

While wearing these unique shoes, you gain a +10 to your movement speed. As part of a long rest you can gain a number of minute-long charges that match your proficiency bonus, which you can use the Dash action as a bonus action. Alternatively, you can kick with a bonus action causing your choice of 1d6 in slashing, piercing, or bludgeoning damage (decided after a short rest).

Wristwatch of Cutting (Combat)

Activating this watch as a bonus action allows the user to cut rope, wire, fabric, or spells that constrain physically (such as Web) three times per day, through touch, recharged at dawn. In addition, the wielder can adjust their unarmed strikes to deal 1d6 damage, and change their innate unarmed damage type to either bludgeoning, slashing, or piercing (decided after a short rest).

Wristwatch of Dazing (Combat)

Activating this watch as an action allows to user to fire a small electrical pellet that can shock a creature unconscious for a minute, should they fail a Constitution saving throw. This aspect of this Operative Tool can only be used out of combat. This can be used once per day, recharged at dawn. In addition, the wielder can use the device as a hand crossbow that deals lightning damage instead of piercing.

Golden Eye

This ring is a golden band with an intricate eye carved on its surface. When wearing this ring, you gain a 1d4 bonus on checks you are not proficient with as a disembodied, charismatic voice gives you advice.

Shaker of Stirring

This unique modification of brewer's supplies allows the user to prepare and modify a drink with one of the following effects a number of times per day equal to your proficiency bonus. If an effect requires a dice roll, you have a number of dice equal to your proficiency bonus.

  • Upon a failed Constitution saving throw, the creature is unable to deliberately tell a lie for an hour.
  • Upon a failed Constitution saving throw, the creature takes (PB)d8 poison damage, and is poisoned for an hour.
  • The creature is healed for (PB)d8 damage.
  • The creature will be unable to remember actions done for an hour after consuming the drink.
  • The creature is cured of frightened, incapacitated, or unconscious conditions.
  • The creature gains the effects of the Heroism spell for a minute, but can only move half of its movement speed. If the creature attempts to go past half of its movement speed, the creature is knocked prone.
Moonraker's Stone

This small, nondescript device is unnoticable and an excellent choice for communication. This stone functions as a sending stone, for which a matching stone is created. This stone can be attached to your skin or held in your hand.

This item can take an additional Artificer Infusion, which can only be used with the Replicate Magic Item infusion. This does not count toward your maximum number of infused items.

You Only Strike Twice

At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. Your Operator combat tools are now magical in regards to overcoming resistances.

Smooth Operator

At 9th level, you, your infused items, and those wearing them are undetectable through magical means. In addition, you can charm an NPC by speaking to them, uninterrupted, for a minute. You can do this as many times as your proficiency bonus, and the target is unaware that they were charmed afterwards.


For your Eyes only

Starting at 14th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.