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Specialties & Feats » Ambush » Arcane Magic » Divine Magic » Endurance » Healing » Investigation » Skill » Stealth

Ambush Specialist

You have trained in hit-and-run tactics and excel at maximizing the benefits of surprise. Your abilities help you get the drop on your enemies, make the most of hiding, and fight on the run.

These abilities are usually earned through hard-won experience. You might have grown up in the shadow of a great evil that made regular forays into your homelands. Faced with an overwhelming foe, you learned from a young age to set traps, wait in ambush, and defeat a much more powerful enemy by using your knowledge of your homeland to your advantage. Or you might have been a bandit or raider yourself, but given up that life for a career on the right side of the law.

Level 1: Improved Initiative
You make the most of the confusion and chaos that erupts at the start of a battle. While others fumble for their gear, you attack.
Benefit: You gain a +4 bonus to initiative. If your initiative total is less than 10, treat it as 10.

Level 3: Bushwhacker's Tactics
Your quick reflexes allow you to take advantage of a foe's fumbling attempts to react to danger.
Benefit: On your first turn of a battle, you have advantage on attack rolls against any creature that has not yet taken a turn during this encounter.

Level 6: Ambusher
You strike foes with deadly precision when you catch them unaware.
Prerequisite: Dexterity 11 or higher
Benefit: When you start your turn hidden from a creature, you have advantage on your first attack roll against that creature during that turn, even if you are revealed beforehand. When you are hidden from a creature, if you miss with a ranged attack against that creature, the attack does not reveal your location.

Level 9: Guerrilla Tactics
Your swift movement and deft ability to dash behind cover create confusion on the battlefield and leave your enemies guessing about your current position and where you will strike next.
Prerequisite: Dexterity 11 or higher
Benefit: When you hit a creature within 5 feet of you with an attack, your movement does not provoke opportunity attacks from that creature until the start of your next turn.

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