Basic Tactics
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.
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.
Special Training
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.
Tactical Assault
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.
Infiltration Specialty
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.
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.
Infiltration Combat Style
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, drawing or stowing a light weapon doesn't require an object interaction.
Tactical Focus
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.
Infiltration Improvement 1
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.
Features & Traits