Covert Training Programs¶
Covert programs turn an operator into a specialist at the first shot, not the firefight: hiding, closing unseen, and maximizing damage on a target that doesn't know you're there. The Sneak Attack rules below work like the 5E Rogue feature but are earned here through training rather than class levels.
Covert Movement Training 1-3¶
Basic infiltration: moving quietly and disappearing mid-fight.
- Level 1: Proficiency in Stealth. If already proficient, gain Expertise instead (double proficiency bonus).
- Level 2: Take the Hide action as a bonus action.
- Level 3: You can attempt to Hide while only lightly obscured from the target (normal rules require heavy obscurement or cover).
Covert Assault Training 1-6¶
Putting that infiltration to work. Grants and scales Sneak Attack, the signature high-damage strike from concealment or teamwork.
Sneak Attack: Once per turn, when you hit with a finesse, unarmed, or ranged weapon, you deal extra damage of the weapon's type, provided either (a) you have advantage on the attack, or (b) an ally is within 5 ft of the target and you don't have disadvantage. The extra damage scales with this track.
- Level 1: Sneak Attack 2d6.
- Level 2: If you miss a ranged attack from hiding, your position is not revealed.
- Level 3: Sneak Attack increases to 4d6.
- Level 4: Advantage on attacks against creatures who have not yet taken a turn in combat. Any hit against a surprised creature is a critical hit.
- Level 5: Sneak Attack increases to 6d6.
- Level 6: On a Sneak Attack hit, the target must make a Dexterity save (DC 8 + DEX mod + proficiency bonus) or take double the Sneak Attack damage.
Ambush Training 1-4¶
Specialist training for setting the trap - maximum return on the first round, when the enemy is still reacting.
- Level 1: Advantage on Stealth checks made to set up an ambush.
- Level 2: +2 to attack rolls made during a surprise round.
- Level 3: Your first hit during a surprise round is an automatic critical. If you would have rolled a critical anyway, triple the damage dice instead of doubling them.
- Level 4: During a surprise round, each damage die that rolls its maximum lets you roll one extra die of the same type (no chaining - the bonus die cannot itself trigger another).