Principle of the Guerrilla

While many may value a fair fight or proper terrain, a guerrilla knows how to fight anywhere and use it to best benefit them. Fighting as skirmishers and with surprise on their side, those unlucky to fight such tacticians never knows when the environment around them may attack them.

All-Terrain Savant

When you choose this principle at 3rd level, you become a master of terrain. You can swim, climb, or crawl without costing extra movement, and your jump distance is doubled.

Additionally, you gain proficiency in one of the following skills: Sleight of Hand, Stealth, or Survival. Each time you make an ability check with this skill, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).

Fleet of Foot and Words

Also at 3rd level, your movement speed increases by 10 feet until the start of your next turn upon using a combat tactic.

Master of Ambush

At 6th level, your allies excel at damaging surprised creatures. During the first round of combat, choose a friendly creature within 30 feet of you. You and that creature have advantage on any attack rolls made against creatures that have yet to take their turn this round.

Chief of the Terrain

Upon reaching 10th level, no terrain can slow you and your troops down. Your Master of Maneuvering feature now ignores the penalties of magical difficult terrain, and allows creatures within the range of your feature to swim, climb, and crawl without costing extra movement.

Master Stratagem

Starting at 14th level, you learn one of the following stratagems, which you can perform once per long rest.

Guerrilla Tactics

Ambush Strike

Prerequisite: Principle of the Guerrilla
When rolling initiative, choose a number of creatures within 20 feet of you that aren't surprised equal to half your proficiency bonus. They have advantage on their initiative roll.

At 11th level, these creatures initiative can’t be lower than your Intelligence modifier.

Hit and Run

Prerequisite: Principle of the Guerrilla
When you take the attack action on your turn or ready the attack action, you can forgo one of your attacks and instead choose a willing creature, other than yourself, that can see or hear you and is within 40 feet of you. That creature can immediately make a weapon attack. Hit or miss, that creature can then move their movement away from their target. This movement does not provoke attacks of opportunity from the target of the attack.

At 11th level, the range of this tactic increases to 120 feet.

Must Have been the Wind

Prerequisite: Principle of the Guerrilla
As an action, you instill a surge of movement into an ally. Choose a friendly a creature within 20 feet of you. They can spend their reaction to immediately move double their movement.

At 11th level, the target gains the benefits of the Hide action once they finish this movement.

Raid

Prerequisite: Principle of the Guerrilla
When rolling initiative, choose a number of creatures, including yourself, within 20 feet of you equal to your proficiency bonus. Each of you gain the benefits of the Dash or Disengage action (your choice) during the first round of combat.

At 11th level, the range of this tactic increases to 60 feet.

Vanish into the Night

Prerequisite: Principle of the Guerrilla
As a bonus action, choose a friendly creature that is within 30 feet of you. They magically turn invisible until the start of your next turn, or until they attack, make a damage roll, or force someone to make a saving throw.

At 11th level, the range of this tactic increases to 90 feet.