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Infiltrator


Hit Points

Hit Dice: d8 per Infiltrator level
Hit Points at first Level: 8 + Your Constitution Modifier
Hit Points at Higher Levels: 1d8 + Your Constitution Modifier

Proficiences

Armor: Armor: Light armor
Weapons: Weapons: Simple weapons, one-handed small arms, any two melee martial weapons of your choice
Tools: Tools: Disguise kit or Poisoner’s Kit (select one), all ground vehicles and aircraft
Saving Throws: Saving Throws: Dexterity, Wisdom
Skills: Skills: Stealth plus three from Acrobatics, Athletics, Deception, Computer Use, Engineering, History, Insight, Intimidation, Perception, Persuasion, and Sleight of Hand.

Overview & Creation

INFILTRATOR You go where no one else can, deep behind enemy lines, avoiding eyes, ears, and sensors. You’re an intelligence operative with specialties in counter-terrorism, espionage, and assassination. Your strengths lie in your ability to avoid either capture or the crosshairs of enemy weapons. After making a killing blow, you’re able to break off and vanish into the shadows. Even your kills can go without notice.
You don't consider yourself a thief. You’re an elite operative, often working alone well ahead of allies and their noisy footfalls. Your expertise is vital as you relay important information back to your superiors and dispatch dangerous foes before they get the opportunity to be a threat.
PLAYING AN INFILTRATOR The key to success for an infiltrator is the need to gain advantage to your foe. Infiltrators are able to gain additional benefits from cover and concealment, and can even create diversions in order to slip away without notice. This permits you to maneuver into positions to gain advantage while others would be instantly spotted. You’re near worthless when exposed.
 


Class Features

PROCEDURAL MEMORY You have acquired a very particular set of skills over a very long career. Said skills are essential to be steadfast in your craft, and should never be up to chance. Starting at 1st level, you can re-roll undesirable d20 results you make. You gain as many uses of procedural memory as your Wisdom modifier + your proficiency bonus. You recover spent uses after you finish a short or long rest.
You can re-roll as many times as you wish in response to a bad roll until you accept a result or run out of uses of procedural memory.
When you use procedural memory, that roll (whether it be a skill check, ability check, saving throw, or attack roll) is also counted as having advantage. You cannot use procedural memory if you have disadvantage. If you already have advantage, you still only get to re-roll one die result.

LEET Starting at 1st level, anytime you have advantage on an attack roll, the target of your attack has disadvantage on attack rolls against you until the beginning of your next turn.

INTENDED TARGET
Starting at 1st level, you are able to dispatch enemies with extreme prejudice. Once per turn, if you hit on an attack you have advantage with, you can turn that attack into a critical hit. The target must be within 20 feet of you.

PACIFICATION
Starting at 2nd level, you can concentrate all your energy into ensuring a clean kill, even to the risk of your own personal safety. Instead of using your Hit Dice to recover hit points, you can expend them during an action to turn an unfavorable attack roll to a natural 20. This attack roll is counted as having advantage.

ARCHETYPE At 3rd level, you choose an archetype from the archetype chapter. The archetype you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.
Additionally, you can forego your archetype selection at 3rd level and gain an additional use of procedural memory.

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.

GHOST Starting at 5th level, you have advantage on initiative. If you act first after rolling initiative, you have two actions on your first turn instead of one, and have advantage on attack rolls until the end of that turn.

MOST DANGEROUS PREY At 9th level, if using a one-handed small arm or melee weapon, you improve the damage of the weapon by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12) when benefitting from cover, when attacking a surprised target, or if your attack roll had advantage.

CRIPPLING EFFECT Starting at 10th level, with one-handed melee weapons and one-handed small arms, you score a critical hit on a roll of 19 or 20.

EFFICIENT KILLER Once you have located your target, under no circumstances can it be allowed to survive. Alas, occasionally a single strike isn’t enough, and you are forced to act more brutally. At 6th level, if you hit your target with a melee weapon or a ranged weapon at 20 feet or closer, you can repeat the same attack against the same target as part of the same action. This attack is counted separately from the previous, so any benefits do not carry over. If the additional attack hits, you can make a third attack as part of the same action.
At 13th level, Efficient Killer improves, and you can make up to five additional attacks on the same target as part of the same action as long as each previous attack hits.

ENHANCED CAMOUFLAGE Starting at 17th level, when benefitting from half cover, it is treated as three-quarters cover. When benefitting from three-quarters cover, it is treated as total cover.

SYSTEM SHOCK Starting at 20th level, you can inflict a crippling injury on an opponent. After scoring a critical hit on a creature, the target is also stunned until the end of your next turn. When you use this feature, you cannot use it again until you finish a short or long rest.
 


Starting Equipment

EQUIPMENT You start with the following equipment in addition to the equipment granted by your background:

  • a one-handed small arm worth $300 or less
  • a one-handed melee weapon worth $50 or less
  • a set of TL0 synthetic weave or TL0 ballistics armor
  • $100 in additional gear

 


Created by

RiftWolfen.

Statblock Type

Class Features

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