Special Forces (5e Class)
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Special Forces[edit]
Special forces operatives are soldiers that are part of specially prepared divisions inside the military, trained specific to undertake dangerous, secretive or otherwise unconventional missions. These can manifest in multiple types of tasks, including sabotage operations, assault task forces and intelligence bureaus.
Creating a Special Forces[edit]
When creating a Special Forces character, ask yourself the following questions: why and how did you join your special forces unity? Did you wanted the prestige and money associated with the chosen force, or do you believe that enlisting yourself is a selfless act, and serves to the protection of others? Have you been trained by a country or private organization? Are you in service of external affairs, travelling overseas to carry out your missions, or working to guarantee your homeland security?
- Quick Build
You can make a Special Forces quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background.
Class Features
As a Special Forces you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Special Forces level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Special Forces level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Choose any one
Saving Throws: Strength, Dexterity
Skills: Choose any two
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- A longbow and a quiver of 20 arrows
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Training Points (Limit) |
---|---|---|---|
1st | +2 | Basic Tactics, Specialty | — |
2nd | +2 | Tactical Assault, Combat Style, Special Training | 2 (1) |
3rd | +2 | Controlled Aggression, Specialty Improvement I, Tactical Focus | 3 (1) |
4th | +2 | Ability Score Improvement | 4 (1) |
5th | +3 | Extra Attack, | 5 (2) |
6th | +3 | Tactical Focus Improvement | 6 (2) |
7th | +3 | Subclass,Specialty Improvement II | 7 (2) |
8th | +3 | Ability Score Improvement | 8 (2) |
9th | +4 | Diversified Training | 9 (3) |
10th | +4 | Tactical Focus Improvement | 10 (3) |
11th | +4 | Subclass, Specialty Improvement III | 11 (3) |
12th | +4 | Ability Score Improvement | 12 (3) |
13th | +5 | Diversified Training Improvement | 13 (4) |
14th | +5 | Tactical Focus Improvement | 14 (4) |
15th | +5 | Subclass, Specialty Improvement IV | 15 (4) |
16th | +5 | Ability Score Improvement | 16 (4) |
17th | +6 | Diversified Training Improvement | 17 (5) |
18th | +6 | Tactical Focus Improvement | 18 (5) |
19th | +6 | Ability Score Improvement | 19 (5) |
20th | +6 | Training Mastery | 20 (5) |
Optional Rule: Firearm Proficiency[edit]
The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your Special Forces character has been exposed to the operation of such weapons, your special forces character is proficient with them.
Basic Tactics[edit]
Starting at 1st level, you have been trained in special combat tactics. You gain the following benefits:
- You roll a d6, instead of the normal damage for your unarmed strikes.
- Once in each of your turns when you take the Attack using a light weapon or unarmed strike, you can make another attack as part of the same action. This attack doesn't add your ability modifier however after using this you can't attack again with a bonus action.
Specialty[edit]
Also at 1st level, you specialize your training in one of the following functions: Infiltration, Intelligence, Demolitions or Combat. You gain improvement in your chosen specialty at 3rd, 7th, 11th and 15th levels.
Each time you gain a specialty improvement, you can replace your chosen specialty for a new one.
- Combat
You gain proficiency in Constitution saving throws and with heavy armor. In addition, at 2nd level you can use the Combat special training.
- Demolitions
You gain proficiency with the Alchemist's supplies and Tinker's tools. If you are already proficient in these tools, your proficiency bonus is doubled. In addition, at 2nd level you can use the Demolitions special training.
- Infiltration
You know to read, write and speak in one additional language and gain proficiency in Stealth and Deception. If you are already proficient in this skill, your proficiency bonus is doubled. In addition, at 2nd level you can use the Infiltration special training.
- Intelligence
You know to read, write and speak in one additional language and you gain proficiency in Insight and Investigation. If you are already proficient in this skill, your proficiency bonus is doubled. In addition, at 2nd level you can use the Intelligence special training.
Special Training[edit]
Starting at 2nd level, you undergo in a highly specialized training to hone your abilities. Your special training is represented by an amount of training points you have.
The Training Points column on the Special Forces table show the amount of training points you have. In addition, it shows the maximum of training points you can spend in any given turn. Once you spend a training point, it is unavailable to you until you finish a short or a long rest.
You can spend your training points to fuel special training features. You start by knowing three of such features: Evasion, Restraining and Accuracy.
In addition, your chosen Specialty also grants you specific special training features. These are features, listed in the homonymous section down below.
Some special training features require a saving throw or an attack to hit. You calculate these as follows:
- Specialty Save DC = 8 + Your specialty ability + your Proficiency bonus.
- Specialty Attack Bonus = Your specialty ability + your Proficiency bonus.
- Evasion
You can spend 1 training point as a reaction to evade an attack. When you do so, the damage you would take from the attack is reduced by 1d10 + your Dexterity modifier + your Special Forces level.
- Restraining
When you hit a creature with a weapon attack, you can spend 1 training point to force the target to make a Strength saving throw. On a failed save the target is grappled.
- Accuracy
When you make an attack against a creature with a weapon attack, you can spend 1 training point to ignore cover, except total cover.
Tactical Assault[edit]
Starting at 2nd level, when you take the attack action, you can spend 1 training point to make a single additional attack or take the Dash action.
You can spend 2 training points at 5th level to take two of the tactical assault actions on your turn, 3 for three actions at 11th level and 4 for four actions at 17th level.
Combat Style[edit]
Starting at 2nd level, you gain a combat style depending on your chosen Specialty:
- Combat
You ignore disadvantage for attacks made with ranged weapons at 5 feet of your target. In addition, whenever you make a weapon attack against a target within 30 feet, if you roll a 1 or a 2 on the damage roll, you can reroll the damage die.
- Demolitions
You can throw or plant a basic explosive as a bonus action, instead of using an action. In addition, when a creature roll a 1 on the saving throw against your explosives, they take the maximum amount possible for that explosive, instead of rolling for it.
You always treat objects as rolling 1 on the saving throw.
- Infiltration
You can take the Hide action as a bonus action on your turn. If you already can do it, you can make it as a reaction. In addition, when you miss an attack while hidden, you don't reveal your position.
- Intelligence
As a bonus action, you can make a Wisdom (Insight) check contested by the target's Charisma (Deception). If you win, you have advantage on your next attack roll made until the end of this turn. If you miss this attack, you can reroll the attack once, and must choose the new result.
In addition, drawing or stowing a light weapon doesn't require an object interaction.
Tactical Focus[edit]
Starting at 3rd level, you choose a Tactical Focus, that define your field of expertise. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th and 18th levels.
Specialty Improvement I[edit]
Starting at 3rd level, you gain the following specialty improvement:
- Combat
You can spend 1 training point as a bonus action to regain a number of hit points equal to your Constitution modifier.
- Demolitions
You can spend 2 training points as a reaction to a ranged attack or an effect that requires a Dexterity saving throw to take half damage to move up to 15 feet without provoking opportunity attacks. This causes the attack to miss. If you move outside the range of the effect, the effect causes no damage on a successful save, and half damage on a failure.
- Infiltration
When you hit a creature with an attack, you can spend 2 training points to force the target to make a Constitution saving throw, or be stunned until the end of your next turn.
- Intelligence
You can spend 1 training point to take the Search action at the start of your turn, without taking an action. If you do so, the next attack made by a creature you can see against you is made at disadvantage.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Improved Endurance[edit]
Starting at 7th level, when you have no training points left, you can use your bonus action to push yourself and regain 2 training points.
When you use this feature, you must make a Constitution saving throw against a DC of 10. On a failure, you suffer one level of exhaustion.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or a long rest, it resets to 10.
Specialty Improvement II[edit]
At 7th level, your develop the tactical aspects of your Specialty. You gain a following benefit depending on your chosen specialty:
- Combat
Once per turn, you can forgo one of your attacks to make one attack against each creature within 5 feet. You don't have disadvantage on ranged attacks made at this distance while using this feature. Once you use this feature, all attacks made against you until the start of your next turn are made at advantage.
- Demolitions
When subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you take no damage on a success, or half damage on a failure.
- Infiltration
You add twice your proficiency bonus in checks made with Athletics, Sleight of Hand and with the Disguise Kit.
- Intelligence
You can use your Wisdom, instead of Charisma, when making Deception, Intimidation or Persuasion checks. In addition, you become immune to the charmed condition.
Diversified Training[edit]
Starting at 9th level, you choose one Specialty of choice. You can use the features described under the Specialty Special Training features for the chosen specialty. You can choose another specialty at 13th and a new one at 17th level.
Specialty Improvement III[edit]
You further develop your offensive capabilities. At 11th level, you gain the following benefit, depending on your chosen specialty:
- Combat
Whenever a creature makes an attack against an allied creature within your weapon's reach or short range, you can make an opportunity attack against that creature. Your attack hits before the enemy attack hits your ally.
- Demolitions
You can use any explosive you know that costs 2 points or less to use without spending any training points.
- Infiltration
If you are within 5 feet of an object of at least half your size and width, creature small sized or lower or an area of dim light or darkness, you can spend 1 training point as a bonus action to conceal yourself. If you do so, you are considered invisible until the end of your next turn.
- Intelligence
You are always aware of the presence of any invisible or hidden creatures within 60 feet. In addition, you have advantage on Wisdom checks and saving throws to identify creatures who disguise or change their appearance.
Specialty Improvement IV[edit]
Starting at 15th level, you reach the peak at your chosen specialty. You gain the following benefits:
- Combat
When you make a weapon attack, you can spend 1 training point to make another using your bonus action. If you can already make an attack using your bonus action, you can make another one with the same weapon.
- Demolitions
You have resistance to piercing, fire, thunder and bludgeoning damage.
- Infiltration
You can spend 1 training point to impose disadvantage on all attack rolls made against you until the start of your next turn.
- Intelligence
You can spend 1 training point if you would be surprised to not be instead.
In addition, you can also spend 1 training point to gain one addition turn on your first turn of combat. This additional turn is the first in the initiative order. Your second one is on the highest initiative rolled on the order minus 10.
Training Mastery[edit]
Starting at 20th level, whenever you start your turn with 0 training points, you regain 1 training point.
In addition, you can choose another Specialty, and you gain the benefits of the Specialty Improvement I for the chosen specialty, becoming also able to use its Special Training Features.
Tactical Focus[edit]
Close Quarters Specialist[edit]
Specialized in close and hand to hand combat, the close quarters specialist is usually employed in missions were weapons can't be openly used, or for special forces warriors that find themselves often in confined spaces.
- Close Quarters Combat
Starting at 3rd level, when a hostile creature within 5 feet of you makes an attack, you can spend 2 training points as a reaction to cause that attack to miss. You can then force the attacker to make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) as part of the same reaction. On a failed save, the attacker takes damage from your unarmed strike or is grappled or shoved (your choice), and drops the weapon or object used in the attack (if any).
- Quick Reactions
Starting at 6th level, you can use your Close Quarters Combat once, without taking a reaction. Once you do so, you must wait until the end of your next turn to use this ability again.
- Exhaustive Defense
Starting a 10th level, you can spend one hit die when you are hit by an attack to reduce the damage taken by 8 + your Dexterity modifier. This doesn't take a reaction. If the attacker is within 5 feet and you reduce the damage to 0, you can use your Close Quarters Combat feature without spending training points.
- Surrounded Fighting
Starting at 14th level, you can spend 1 training point as a reaction to force all creatures within 5 feet to make a Dexterity saving throw or suffer the effects of your Close Quarters Combat.
- Fast Movements
Beginning at 18th level, whenever you use your Tactical Assault feature and spend 2 tactical points, you can take three actions, instead of two.
If you choose to make an attack, the attack must be an unarmed strike or an attack with a melee light weapon.
Marksman[edit]
You are a trained marksman, doted of a sharp eye and steady hand, you can accurate hit and kill targets at far ranges with no problem.
- Shooting Stances
Starting at 3rd level when you choose this Tactical Focus, you can assume shooting stances for different purposes. You assume a shooting stance as a bonus action on your turn, and it lasts until the start of your next turn.
Whenever you assume a shooting stance, you don't have disadvantage on shooting targets at the high range of your weapon, and you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
You know the following shooting stances:
- Laying Stance. You must be prone to assume this stance. While prone in this stance, you don't suffer disadvantage on ranged weapon attacks. While laying, you have advantage on ranged weapon attacks and you score critical hits on a roll of 19-20.
- Standing Stance. While standing, you have advantage on Dexterity saving throws
- Kneeling Stance. While kneeling, your movement speed is reduced to 0. In addition, if your roll a 9 on an attack roll, you can choose a 10 instead.
- Readied Shot
Starting at 6th level, if you are on your shooting stance and a creature enter or leave your weapon's short range for the first time, you can make an opportunity attack against it by spending 1 training point. If you do so, you deal additional damage equal to your Wisdom modifier on a hit.
- Bullseye
Starting at 10th level, if you fail an attack roll with a ranged weapon attack, you can choose to hit instead. Once you use this feature, you can't use it again until you finish a short or a long rest.
- Take Cover
Starting at 14th level, you gain resistance to the damage of ranged attacks.
- Dead-shot
At 18th level, you ignore resistance to piercing damage, and treat immunity to piercing damage as resistance to piercing damage.
Security[edit]
Bodyguards, agents of security and sentinels in general, special security forces are ready to protect an area or individual using quick reflexes and willingly to put themselves in danger for others.
- Always Prepared
Starting at 3rd level, whenever you take the Ready action, all attacks made against you are made at disadvantage until you take a reaction.
- Protective
You can use your bonus action when you are within 5 feet of a creature to cause all attacks made against that creature to have disadvantage until the start of your next turn. The creature loses the benefit if moves away from this feature's range.
- Human Shield
At 6th level, you can spend 1 training point as a reaction whenever a creature within 5 feet takes damage, to suffer the damage in its place. When you do so, you halve the damage taken.
- Heightened Senses
Starting at 10th level, you can't be surprised and gain a blindsight of 20 feet.
- Quick Movement
Starting at 14th level, you can spend 1 training point as a bonus action to prepare your body to move when your allies are in danger. Whenever a creature within your movement speed distance takes an attack, you can use your reaction to move up to your movement speed to its direction.
If you end your movement within 5 feet of a creature, you can choose to give the benefits of Protective to that creature.
Your movement speed is reduced by an amount equal to the amount moved as a reaction on your next turn. This effect lasts for 1 minute.
- Toughness
Starting at 18th level, all critical hits against you and the creature protected by your Protective feature are considered normal hits.
In addition, you no longer need to spend training points to use your Protective feature.
Specialist[edit]
Specialists are agents of special forces who dedicated themselves to the perfection of one aspect contained in their basic training.
- Advanced Training
At 3rd level, you begin to develop your skills as a specialist. You gain one of the following benefits, depending on your specialty:
- Combat. You don't spend training points to use your Evasion feature.
- Demolitions. You don't take damage from your own explosives.
- Infiltration. Starting at 3rd level, you can take the Hide action as a bonus action on your turn.
- Intelligence. You can add your Wisdom, instead of Dexterity, for attacks and damage rolls with light weapons and unarmed strikes. In addition, you add your Intelligence to your AC, instead of Dexterity. If not wearing armor, you add both.
- Advanced Training II
At 6th level, you develop your abilities even further. You gain one of the following benefits, depending on your specialty:
- Combat. You can spend 1 training point when you hit a creature with a ranged attack. If you do so, you can make one attack against each creature within 5 feet of your target, causing damage from the weapon's type equal to your Dexterity modifier (minimum of 1).
- Infiltration. You can spend 2 training points when you make a successful attack against a creature to force it to make a Constitution saving throw. On a failed save, the target is unconscious until the start of your next turn.
- Intelligence. You can spend 1 training point at the start of your turn to gain one of the following information's about a creature within 60 feet: the creature's AC, maximum amount of hit points, damage resistances, damage immunities, condition resistances and mental abilities scores (Intelligence, Wisdom and Charisma).
- You gain advantage on the first attack made against the creature until the end of this turn.
- Demolitions. When a target takes damage from your attack, you can choose to spend 1 training point to cause additional point equal to the damage dealt again. You must spend 1 point for each chosen target.
- Combat Mastery
Starting at 10th level, you gain an improvement for your chosen Combat Style option.
- Combat. When you fail an attack roll, the target takes damage equal to your ability modifier used on that attack. In addition, if you don't have disadvantage on an attack, you can choose to make it at disadvantage. If you do so, you deal twice the damage for that attack.
- Demolitions. Whenever you make an attack with an explosive, you can grant advantage to your targets to the save. If you do so, the damage of that attack increases by an amount equal to your Intelligence modifier. In addition, when you throw an explosive, you can give advantage on the save to an amount of creatures equal to your Intelligence modifier.
- Infiltration. You can try to hide even when in plain sight. In addition, once per turn when you hit a creature with an attack while hidden, you deal additional damage equal to 1d8. This damage increases to 1d10 at 13th level and 1d12 at 17th level.
- Intelligence. When you have advantage on your attack roll, you can forgo that advantage to make one additional attack, using your reaction. In addition, whenever a creature hits you with an attack, you can use your reaction to add your Wisdom modifier to your AC, potentially turning that hit into a miss.
- Expert
At 14th level, whenever you make an ability check with a skill from your Special Forces list, you can spend 1 training point to have advantage on that check.
- Special Agent
Starting at 18th level, you reach the peak of your chosen specialty. You gain one of the following benefits, depending on your chosen specialty:
- Combat. Whenever you drop to 0 hit points and are not killed outright, you can spend 1 training point to be reduced to 1 hit point instead.
- Demolitions. You can spend 3 training points when you throw or set an explosive to cause maximum damage with it.
- Infiltration. You can spend 1 training point as a reaction to gain the benefits of the Dash, Disengage and Dodge actions until the start of your next turn.
- Intelligence. When you hit a creature with an attack, you can spend 1 training point to impose vulnerability to that damage type on the creature, until the start of your next turn.
Super Soldier[edit]
Super soldiers are the perfect type of military: smart, agile, precise, a deadly and truly special breed of warrior. They have been trained in secret and special programs to become a living weapon for their employers.
- Counter Strike
Starting at 3rd level, whenever you reduce the damage you take to 0 with your Evasion, you can make an attack against the target as part of the same reaction. The attack must be made against the attacker.
- Superior Athleticism
Starting at 6th level, your movement speed increases in 10 feet. In addition, when you move, you can instead take two short movements by flying. Each movement is at half your speed, and you must end each one on a creature, solid object, or ground. If you do not, you fall and your movement ends.
- Superior Health
Starting at 10th level, you have advantage on saving throws against the poisoned, stunned, paralyzed, grappled, restrained, blinded or deafened conditions.
In addition, you can spend 2 training points as an action to end one of these effects affecting you.
- Superior Physique
Starting at 14th level, you add your proficiency bonus in all Strength, Dexterity and Constitution checks that doesn't already add your proficiency. In addition, you gain proficiency in Constitution saving throws.
- Ubermensch
At 18th level, whenever you roll a 9 or lower on an ability check in which you add your proficiency bonus, you can choose a 10 instead.
In addition, you can spend 4 training points to extend this ability to attack rolls and saving throws, for 1 minute.
Specialty Special Training[edit]
Combat Special Training[edit]
- Aim
Cost: 0 Training Points
As an action, you can make an attack against a creature within 30 feet. On a hit, the attack causes the normal damage, and you mark that creature. The next attack you make until the end of your next turn against the marked creature is made at advantage.
At 5th level, both attacks gain additional 1d8 damage. Both additional damage increase to 2d8 at 11th level and 3d8 at 17th level.
- Combat Agility
Cost: 1 Training Point
You can spend 1 training point as a bonus action to take the Dash, Disengage or Dodge action as part of that bonus action. In each of your turns for 1 minute you can use this bonus action again.
- Endurance
Cost: 2 Training Points
As an action, you gain advantage on Constitution checks and saving throws for 1 hour. In addition, you gain 2d6 temporary hit points.
- Snap Shots
Cost: 3 Training Points
You can make one ranged weapon attack against each creature in a 60-foot cone. The attack causes additional 1d8 damage from the weapon's type.
If you miss, you cause half damage, instead of no damage.
- Resilience
Cost: 4 Training Points
When you are reduced to 0 hit points, you can choose to be reduced to 1 hit point instead.
- Burst Fire
Cost: 5 Training Points
As an action, you can make one ranged attack against each creature in a 40-foot radius, 20-foot cylinder within your ranged weapon's range. Each attack deals additional 4d12 damage on a hit.
On a miss, you cause half damage instead of no damage.
Demolitions Special Training[edit]
- Basic Explosives
Cost: 0 Training Points
You can use your action to throw or plant an explosive. You can throw an explosive in a range of 60 feet. A basic explosive causes 1d6 fire damage on a 5-foot radius, requiring a Dexterity saving throw to avoid this effect.
In addition, you can choose to time an explosion. As an action, you can plant an explosive to explode in a minute. You can explode this charge earlier by using a bonus action, if you are within range. Also, if you spend at least 1 training point when you throw any explosive, the bomb causes half damage on a successful save.
The damage increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level.
The radius of the bomb increases to 10 feet at 5th level, 15 feet at 11th and 20 feet at 17th level.
- Smoke Bomb
Cost: 1 Training Point
Your bomb doesn't deal damage. Instead, it creates a 20-foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
- Flashbang
Cost: 2 Training Points
You can modify a basic explosive into a flashbang by spending 2 training point. All creatures in the area must also succeed on a Dexterity saving throw or be blinded until the end of your next turn. You can choose to cause damage or not when using this bomb.
- Shrapnel
Cost: 3 Training Points
You modify your basic explosive with pieces of sharp metal. This bomb cause the same amount of piercing and slashing damage than the fire damage caused. For example, at 9th level, this bomb causes 2d6 fire, 2d6 slashing and 2d6 piercing damage.
- Napalm
Cost: 4 Training Points
You modify a basic explosive with more flammable fuel. The area of explosion doubles and any creature takes half damage on a successful save.
On a failed save, the target takes the damage for the bomb again on the start of each of its turns for 1 minute. The target can use its action to douse the flames, ending the effect. The burning target sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
- Lethal Gas
Cost: 5 Training Points
You modify your bomb with a toxic component. You create a cloud equal to the created by the Smoke Bomb, but any creature who enters the area of the cloud for the first time or ends its turn there must succeed on a Constitution saving throw, or take Poison damage equal to twice your bomb's damage, or half as much on a success.
The lethal gas lasts for 10 minutes.
Infiltration Special Training[edit]
- Disguise
Cost: 0 Training Point
You can spend 10 minutes to create a disguise that lasts for 1 hour. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the disguise is up to you.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your Training save DC.
- Disable
Cost: 1 Training Point
You can knockout a creature. As an action, choose one creature within 5 feet and roll 5d8. If the number rolled is higher than the creature's hit points, the target is unconscious for 1 minute.
- Stealthy Infiltration
Cost: 2 Training Points
As an action, you can spend 2 training points to cause your equip to become silent and furtive. All creatures of your choice within 30 feet gain a bonus of +10 to Dexterity (Stealth) checks and can't be tracked by nonmagical means for 1 hour. The creatures also don't leave behind any tracks.
- Lockpick
Cost: 2 Training Points
You can open any lock using objects you find in a nearby area or by guessing access codes. Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
- Infiltrate
Cost: 3 Training Points
As an action, you become able to find entrances to any type of place for 1 hour. You can find entrances to any place that is not hermetically sealed. You can find gaps in cells, small openings and air ducts on places were there's at least an air passage, at a cost of 20 feet of movement.
- Escape
Cost 4 training points
As an action, you begin to flee a place. Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.
You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the your movement or attacks.
- Chase
Cost: 5 training points
You can use your bonus action to start a chase that lasts for 1 minute. When you use this feature and as a bonus action in each subsequent turn, you can give yourself the benefits of the Dash action. In addition, your movement ignores difficult terrain and doesn't provoke opportunity attacks.
Moreover, for the duration, you gain a climb and swim speed equal to your movement speed, and your jump distance is tripled.
Intelligence Special Training[edit]
- Interrogation
Cost: 0 Training Points
You can use your action to use interrogation tactics on a creature, gaining advantage on all Charisma checks made against one creature of choice for 1 minute.
After that minute, the creature know that it was manipulated and become hostile towards you.
- Manipulate
Cost: 1 Training Point
You can use your action to attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the effect ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you.
- Advanced Interrogation
Cost: 2 Training Points
As an action, you can read the intentions of certain creatures.As an action on each turn until the interrogation ends, you can focus your attention on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to interrogate another creature or attempt to put pressure in the same creature. If you put pressure, the target must make a Wisdom saving throw. If it fails, The target's truthfully reveals its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the interrogation ends.
- Linguist
Cost: 3 Training Points
You can use this feature as an action to become able to understand any spoken language for 1 hour. In addition for the duration any creature that understands at least one language can understand what you say.
- Investigation
Cost: 4 Training Points
Choose a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
Investigation can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—-within 30 feet-—at least once. If the creature you described or named is in a different form, such as being under the effects of a Polymorph spell, this spell doesn’t locate the creature.
- Deductive Logic
Cost: 5 Training Points
You can try to logic to deduct and piece together evidences to solve a mystery. You can spend 10 minutes concentrating on a specific topic. You can make three questions to your DM, that can be answered with a yes or no.The DM must truthfully answer those questions on a success. Each time you use this feature again before making a long rest, you increase the cost by 3.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Special Forces class, you must meet these prerequisites: 13 Dexterity, 13 Intelligence
Proficiencies. When you multiclass into the Special Forces class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons, one tool from the tool section.
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