Guerrilla As the legion marched on the hills outside of the village, a farmer grabbed a torch and pitch fork, and took a stand in front of his neighbors. What the village folk lack in numbers they make up for in resolve. For most, the sound of a snarling beast outside one's window would prompt them to seek shelter or draw a sword. Instead, the halfling dons her armor and grabs the nearest chair. Feeling out of place, the elven nomad stands with his human allies in solidarity, awaiting to ambush the incoming orc raid. He slowly counts down, and then leads a charge into bloody battle. Guerrillas are humble folk who aren't afraid to fight dirty. Pulling hair, laying in wait, smashing bottles, and running away are all confined into the language of guerrillas. These people find power in their humility and use it to subvert more powerful foes. Exceptional Common folk Guerrillas are the defenders and champions of the common folk in the worlds of Dungeons & Dragons. When monsters are laying in wait beyond the village walls or the death of a nobleman has left a power vacuum, the farmers, bakers, weavers, and ironsmiths must take up the mantle. Any commoner can become a guerrilla with enough determination. The passion to protect friends and family can force an individual to reach the limits of disciplined martial warriors through self training alone. Creating a Guerrilla When creating a guerrilla character, think about your origins and how they suit this class rather than a barbarian, fighter, monk, or rogue. Most commonly, guerrillas represent simple village folk who defend their neighbors from an outside source. What was the village like where you once lived? Was it a peaceful settlement, struck only by petty criminals? Was it a dangerous place, racked by constant orcish assaults? Do you still live there now? Perhaps you were chosen by a military group for your prowess in combat. Or perhaps you are secretly a noble spying on the peasant class. Many guerrilla features involve allies, as guerrilla tactics work best when in a group. Do you belong to a group of adventurers? What is your role in the group? Are you from some exotic land, and relish telling the tales of your people, or are you a local, someone very knowledgeable about the minutiae of the lay of the land? What is your personality like? Do you remain humble, or do you like to show off your skills? Quick Build You can make a guerrilla quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Constitution or Charisma. Second, choose the folk hero background.

The Guerrilla Level Proficiency Bonus Features Initiative Bonus 1st +2 Enter Rally, Feigned Start, Humble Warrior +1 2nd +2 Fighting Style, Harrying Maneuver +1 3rd +2 Guerrilla Form, Baffling Tempo +2 4th +2 Ability Score Improvement +2 5th +3 Extra Attack, Hit and Run +3 6th +3 Form feature +3 7th +3 Ever Ready +4 8th +3 Ability Score Improvement +4 9th +4 Assault (1d6) +5 10th +4 Form feature +5 11th +4 Supporting Words +6 12th +4 Ability Score Improvement +6 13th +5 Assault (2d6) +7 14th +5 Form feature +7 15th +5 Unwavering Leadership +8 16th +5 Ability Score Improvement +8 17th +6 Assault (3d6) +9 18th +6 Duck and Weave +9 19th +6 Ability Score Improvement +10 20th +6 Ultimate Celerity +10 Class Features As a guerrilla, you gain the following class features. Hit Points Hit Dice: 1d10 per guerrilla level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guerrilla level after 1st Proficiencies Armor: Light armor, shields

Weapons Simple weapons, improvised weapons, nets

Tools: Choose one type of artisan's tools or one musical instrument Saving Throws: Dexterity, Charisma

Skills: Choose two from Acrobatics, Athletics, History, Intimidation, Performance, Persuasion, Stealth, or Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) any simple weapon or (b) a shortbow and 20 arrows

(a) any simple melee weapon and a shield or (b) any two simple melee weapons

(a) a dungeoneer's pack or (b) an explorer's pack

leather armor Starting Wealth: 3d4 x 10 gp Multiclassing Prerequisite: Dexterity 13 Multiclassing Proficiencies: Light armor, shields, simple weapons, improvised weapons Enter Rally As a stand out leader of the commonfolk, you know how to rally your allies and aid their haste into battle. When you hit a creature with an attack, you can choose for that creature to become the subject of your rally. The first time a creature other than you deals damage to the rallied creature, they can choose to deal extra damage equal to your Charisma modifier (minimum of 1). In order to deal the extra damage, the attacking creature must have seen you attack or heard you call the rally. The creature is subjected to the rally until you finish a short or long rest. Once you use this feature, you can't use it again until you finish a short or long rest. Feigned Start Your unpredictable movements allow you to tactically enter combat. You have advantage on initiative rolls, as well as a bonus to your initiative rolls as shown in the Initiative Bonus column of the Guerrilla table. Additionally, after your first turn in combat that you aren't surprised, you may choose to fall in the initiative order by an amount of your choice. If you choose to fall in the initiative order, you can not move, take actions, or make saving throws to end effects on yourself on your next turn. Humble Warrior You are a warrior grown from the ranks of common folk, and oftentimes common folk will show you respect out of camaraderie. You have advantage with Charisma (Persuasion) and Charisma (Performance) checks made to interact with peasantry.

Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Harrying Maneuver By 2nd level, your swift movements on the battlefield allow you to run circles around your foes with ease. On your first turn of combat, you may move up to a distance equal to your walking speed towards a hostile creature without expending any movement. Additionally, you may use your Dexterity score for determining the distance you can jump. If you aren't wearing medium or heavy armor and you aren't grappled or restrained, you may choose to jump a distance up to your jump distance after you have expended all of your movement. You can't take any actions for the rest of your turn after jumping in this way. Guerrilla Form At 3rd level, you can choose a form which you emulate, tightening the focus of your guerrilla attacks. Choose the Watchdog Form, the Martyrdom Form, or the Chieftain Form, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. Baffling Tempo Also at 3rd level, you have an off-beat tempo when you are fighting, improving your versatility and confounding your enemies. You can use a bonus action on your turn to Ready. If you cast a spell as your action, you can not ready a spell. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Hit and Run Also at 5th level, you excel with hit and run strikes. When you hit a creature with a weapon and you subject that creature to your rally, the attack is a critical hit if you score a 20 or higher, after adding modifiers. While the creature is subjected to your rally, you gain a bonus to damage you deal to that creature when you attack with a simple or improvised weapon. This damage equals your Charisma modifier (minimum of 1). Additionally, if you attack the subject of your rally with a simple or improvised weapon on your turn, they can not make opportunity attacks against you for the rest of your turn, regardless of if you hit or not. Ever Ready By 7th level, you are always ready to fight, even if a friendly situation turns sour at the drop of a hat. You gain the following benefits. All improvised weapons you wield gain the finesse property and deal 1d6 damage instead of 1d4 damage (if they don't resemble a weapon and would deal more damage otherwise).

You gain a +5 bonus to your passive Perception.

If you are surprised, you still act normally if you are the first creature in the initiative order.

You can interact with an additional object as part of your movement or action, as described in chapter 9, "Combat." Assault Beginning at 9th level you learn to triumphantly lead your allies into battle, giving them a swift boost to their speed. When rolling for initiative, creatures of your choice within 30 feet of you gain a 1d6 bonus to their initiative roll. Chosen creatures also gain a 10 foot bonus to their walking speed on their first turn if they aren't surprised. The bonus to initiative increases to 2d6 at 13th level and 3d6 at 17th level.

Supporting Words At 11th level you hold your allies together through thick and thin. As a bonus action on your turn, you can choose a willing creature within 60 feet of you to gain temporary hit points equal to your guerrilla level + your Charisma modifier. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and regain all uses of this feature once you finish a long rest. Additionally, you can choose to subject a creature within 60 feet of you to your Enter Rally feature as a bonus action on your turn instead of having to hit the creature with an attack. Unwavering Leadership Starting at 15th level, your unending ferocity and strong leadership allows you to add twice your proficiency bonus to Charisma saving throws. Additionally, creatures who deal damage to the subject of your rally can deal the extra damage granted by Enter Rally each time they deal damage to them for the duration of your rally, instead of just the first time. Duck and Weave Beginning at 18th level, you can take the Dash action as a bonus action. When you take the Dash action on your turn, you have advantage with Dexterity saving throws until the start of your next turn. Ultimate Celerity At 20th level you embody a barreling dust storm. On your first turn in combat, your walking speed is doubled, your movement does not provoke attacks of opportunity, and you can take one additional action on top of your regular action. If you are the first creature in the initiative order this increases to two additional actions. Guerrilla Forms All guerrillas have some traits in common, such as a grueling desire to shade others from harm and an origin from an ordinary locale. Some guerrillas prefer different tactical approaches to combat and other situations, and your choice of guerrilla form reflects those preferences. Watchdog Form Those who take on the Watchdog Form are true ambush predators, stalking prey through the woods and striking with fury. A bout with a trained watchdog is as harrowing as it is swift. Ramshackle Champion At 3rd level, you are devastating in battle, even when all you have are ramshackle weapons. Once per turn when you roll for damage with a simple or improvised weapon and you roll the maximum amount of damage for the weapon as determined by the weapon's damage die, you may reroll the damage die and add the number to the total damage dealt. For example, if you hit with a dagger and roll a 4 on the d4 damage die, you may reroll the 4 and add it to the total damage dealt. Confounding Ambush Also at 3rd level, you know how to effectively ambush prey. You gain proficiency in the Stealth skill if you don't already have it. Also, when you hit a surprised creature with an attack, they must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the creature is stunned until the end of their first turn that they aren't surprised. If you subject a creature to your rally with the same attack, they have disadvantage on the saving throw. Leaping Warrior At 6th level your movements mimic those of an ambush predator. Your walking speed increases by 5 feet, and jumping away from creatures with your Harrying Maneuver doesn't trigger attacks of opportunity. Your walking speed increases by an additional 5 feet at 10th level, and another 5 feet at 14th level. Night Watch Your keen eyes are always weary of danger. At 10th level, you and creatures of your choice that are awake and within 30 feet of you can't be surprised while taking a short or long rest or by creatures leaping out of magical or nonmagical darkness. Creatures do not gain advantage on attack rolls against you as a result of being hidden by magical or nonmagical darkness. Pack Hunter At 14th level you embody the tactics of a pack hunter. Each time a creature deals bonus damage to a creature granted by your Enter Rally feature for the first time, the damage increases by 2d6. The first creature to attack the subject of your rally after you has advantage on their attack roll.