Intelligence Operative

These shinobi, different as they might be, are connected by one
common factor, they are geniuses in their own right,
able to read the room, see the way it's built and figure
out that the room isn’t a room, but a cage or trap. The
Intelligence operatives are the team leaders, planners,
and the brains behind the greatest teams in the shinobi
world.

You must have an Intelligence score of 14 or higher in order to multiclass in or out of this class.

Intelligence Operative
Level Proficiency Bonus Features Plans Known Brave Orders Jutsu Known Highest Rank Jutsu Known
1st +3 Strategic Timing, Exploit Weakness - - 6 D-Rank
2nd +3 Master Planner, Jack of All Trades 2 2 7 D-Rank
3rd +3 Master Stategist 2 2 8 D-Rank
4th +4 Ability Score Improvement/Feat 2 3 8 D-Rank
5th +4 Tactical Focus, Helping Hand 3 3 9 C-Rank
6th +4 Master Stategist (2) 3 4 10 C-Rank
7th +5 - 3 4 11 C-Rank
8th +5 Ability Score Improvement/Feat 4 5 11 C-Rank
9th +5 Master Strategist (3) 4 5 12 B-Rank
10th +6 Tactical Focus (2) 4 6 13 B-Rank
11th +6 Declaration of War 5 6 14 B-Rank
12th +6 Ability Score Improvement/Feat 5 7 14 B-Rank
13th +7 Master Strategist (4) 5 7 15 A-Rank
14th +7 - 6 8 16 A-Rank
15th +7 Tactical Focus (3) 6 8 17 A-Rank
16th +8 Ability Score Improvement/Feat 6 9 17 A-Rank
17th +8 Master Strategist (5) 7 9 18 S-Rank
18th +8 Declaration of War (2) 7 10 19 S-Rank
19th +9 Ability Score Improvement/Feat 7 10 20 S-Rank
20th +9 Checkmate (2) 8 11 20 S-Rank

Class Features

As an Intelligence Operative, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Intelligence Operative level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Intelligence Operative level after 1st

Chakra Points

Chakra Dice: 1d10 per Intelligence Operative level
Chakra Points at 1st Level: 10 + your Constitution modifier
Chakra Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Intelligence Operative level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Fuma Shuriken, Knuckle Blades
Ninja Tools: Trapper's Kit, Poison Kit, Tracking Kit, Forensics Kit, Forgery Kit
Saving Throws: Dexterity, Intelligence
Skills: Investigation, Choose three from Chakra Control, Crafting, Ninshou, Persuasion, Illusions, Insight, Intimidation, History, Perception, Martial Arts

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Padded Armor or (b) Combat Jacket
  • (a) 1 Simple Weapon or (b) 2 Knuckle Blades
  • (a) One Kunai stack or (b) One Fuma Shuriken
  • One Tool Kit of your choice
  • 1 Paper Bomb

Jutsu Casting

Ninjutsu

Ninjutsu save DC = 8 + your proficiency bonus + your Intelligence modifier
Ninjutsu attack modifier = your proficiency bonus + your Intelligence modifier

Genjutsu

Genjutsu save DC = 8 + your proficiency bonus + your Wisdom modifier
Genjutsu attack modifier = your proficiency bonus + your Wisdom modifier

Taijutsu

Taijutsu save DC = 8 + your proficiency bonus + your Strength modifier
Taijutsu attack modifier = your proficiency bonus + your Strength modifier

Strategic Timing

Starting at 1st Level, the Intelligence operative may use his Intelligence modifier in place of his Dexterity modifier when rolling Initiative.

Exploit Weakness

Also 1st level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacles and execute that plan with ruthless efficiency.

As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, when you analyze a hostile creature, your attack and damage rolls made with weapons with the finesse property against that target may use your Intelligence modifier instead of Strength or Dexterity.

Also, when you analyze a friendly creature, the target can end your Exploit Weakness on them (no action required) to add your Intelligence modifier to one attack roll, ability check, or saving throw they make.

Once a friendly creature has benefited from this ability, they cannot do so again until they complete a short or long rest.

You can use this feature a number of times equal to your Intelligence Modifier before you need a long rest.

Master Planner

Starting at 2nd Level, you have become adept at planning and learn Plans that can be used freely but are also enhanced by a special resource called Brave Orders.

Plans: You learn two Plans of your choice, which are detailed on the Plans page.

You learn more at higher levels as shown in the “Plans Known” Column of the Intelligence Operative Class table.

Many Plans may enhance attacks in some way, provide you with a unique action or reaction and each has a duration, listed in the Plans effect text.

You may activate a plan by spending one Brave Order as an action or reaction.

If you would activate a plan while another plan is currently active, the previously active plan immediately ends.

You may enhance an active plan as a bonus action or a reaction.

You can end an active plan at any time in the same manner as ending concentration on a Jutsu.

When you would gain the benefits of a long rest you may switch the plans you know with another plan.

You can only have one plan active at a time, unless otherwise stated.

Brave Orders: You can spend up to two brave orders. You can initiate more at later levels, as shown in the Brave Order column of the Intelligence Operative class table. A Brave Order is expended when you use it.

You regain all of your Brave Orders when you finish a short or long rest.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Master Strategist

Also, at 3rd Level you dedicate your tactics towards a Type of Strategy which is detailed in the following section.

The Strategy you choose grants you features at 3rd, 6th, 9th, 13th and 17th levels.

Stategy Description
Azure Analyst Some Intelligence Operatives find that knowing what your enemies know and use is far more critical than having any high-powered techniques of your own. They believe that using your enemies strengths against them is a far less dangerous path than fighting fire with fire. These Intelligence Operatives are known as Azure Analyst’s
Calculated Strategist Some Intelligence Operatives are much more calculated than others. Their Plans are made both before and during combat. But requires much more information than others to make much more fool proof plans making use of Ninja Info cards to figure out the full capabilities of an enemy before they take direct action.
Grave Controller Some Intelligence Operatives seek mastery over each creature on the battlefield. Their plans seek to manipulate the bodies of their foes using Forbidden Techniques, while also demoralizing and breaking the morale of their opponents.
Interrogationist
Mastermind Strategist Some Intelligence Operatives are masterminds in their own right focusing on themselves as the key parts of their strategies. When they are prepared, they focus on singling out a single target and controlling all aspects of the conflict.
Precognitive
Sensory
Shadowhand
Tactical Stategist Some Intelligence Operatives pride themselves on their tactical approach to their Plans, focusing on playing the long game, setting both basic and advanced traps to aid their allies and destabilize their enemies.

Ability Score Improvement / Feat

When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature.

Tactical Focus

Starting at 5th Level, the Intelligence Operative selects 1 Skill.

When using the selected skill regardless of the roll, you treat your die it cannot be less than 10.

At 10th and 15th levels you may select one additional skill.

Helpful Operative

Also, at 5th Level, the Intelligence Operative can use the help action as a bonus action.

Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Declaration of War

Starting at 11th Level you may select 1 hostile creature you can see or hear. While you are within 60 feet of the target, you may, as a bonus action, or reaction, spend one Brave Order to give that creature disadvantage on any single Ability Check, Attack Roll or Saving throw.

At 18th Level you may Select creatures equal to your Intelligence Modifier.

Checkmate

Starting at 20th level, after many battles and conflicts, you have mastered when to, and when not to reveal your hand.

As a bonus action once per round, you may add your proficiency bonus to the damage roll of all attacks or jutsu you and allies make against the target of your Exploit Weakness until the start of your next turn.

You may use this feature twice before needing a long rest.

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