Base Class: Ranger
Guerrilla warfare is a form of irregular warfare in which small groups of combatants, such as paramilitary personnel, armed civilians, or irregulars, use military tactics including ambushes, sabotage, raids, petty warfare, hit-and-run tactics, and mobility, to fight a larger and less-mobile traditional military.
Know the land
At 3rd level, you gain an advantage on Stealth checks and Dexterity attack rolls in your favored terrain. You may use your bonus action to make a Stealth check to conceal yourself.
Trap Setter
At 7th level, you gain an the ability to create simple traps with the correct materials as a bonus action and you gain proficiency with tinkerer’s tools.
Guerrilla Tactics
At 11th level, you can use your bonus action to conceal yourself in any environment and if a creature can't see you, then you gain advantage on the attack and a sneak attack bonus similar to a rogue's. +3d8(11th level) +4d8(13th level), +5d8(15th level) +6d8(17th level) +7d8(19th level)
Extremely Evasive
At 15th level, When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
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