Base Class: Fighter
Special Forces are the advanced fighters of the Navy. They go where others cannot and do what others cannot do. They use their tools and skills to get to the target and achieve their objectives. They also develop a number of special attacks to get the job done. They are skilled in sneaking into places and talking their way past guards.
They are still fighters and do not have any spells or magical capabilities, however they are highly skilled and know how to inflict extra damage and make large explosions.
Tools of the Trade
When you choose this archetype at 3rd level you gain proficiency in stealth, deception, Disguise Kits and Thieves Tools. You have the skills to do the job required.
Special Attack
Starting at 3rd level, your intensity in battle means that as a bonus action you can add 1d4 damage to your next attack. This only applies to one attack per turn and must be declared before the attack, not to multiple attacks due to multi attack. You can do this with any weapon and you do not need a free hand. This damage bonus increases to 2d4 at level 12 and 3d4 at level 18
Can only be used on a single target and cannot be used with AoE attacks, such as Explosive Attack. The attack must take place in the same round, otherwise this is wasted.
Go anywhere
At 7th level you have advantage on any Athletics or Acrobatics checks. You also have a swim speed equal to your movement speed
Explosive Attack
At level 10 you have learnt the way of creating unexpected explosions. Once per long rest you create a large explosion as a ranged weapon attack. You are considered prof with this attack. This is an area attack, but you must roll a single to hit roll and compare it to all of the targets in the area. Targets who are hit take 6d8 + Dex Mod fire damage.
Untraceable
At level 15 you have bonus on perception and advantage on stealth check.
Never give up
At level 18 once per long rest, if you take damage that reduces you to 0 HP and doesn’t kill you, you gain 1d6 healing at the start of your next turn