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