Infiltrator
Infiltrator
Infiltrators are those who have perfected the art of deception to a degree that it almost seems to be a magical ability. These masters of deception often find themselves employed as spies or assassins, able to slip in and out of even the most heavily guarded strongholds with ease. A good infiltrator is worth their weight in gold to the right people, assuming you can ever find them.| Level | Treachery | Features | Base Spells | Base Resource |
|---|---|---|---|---|
| 1 | 3 | Treachery, Infiltration | 0 | 1 | 2 | 4 | Blurred Hands, Escape Plan | 0 | 2 | 3 | 5 | Low Profile | 1 | 3 | 4 | 6 | Supplant, Recollection | 1 | 4 | 5 | 7 | Takedown | 1 | 5 |
Class Features
Hit Points
- Hit Dice: 1d8 per infiltrator level
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per infiltrator leveI
Multi-Classing Proficiencies
- Armor:None
- Weapons: None
- Tools: Disguise kit, forgery kit
- Saving Throws: None
- Skills: None
Treachery
When you adopt this prestige class, you understand how quick wits and a sharp tongue can be deadly weapons. You gain a pool of treachery points, beginning with 3 at 1st level and increasing as you gain infiltrator levels, as shown in the class table. Treachery is a measure of your uncanny ability to divert attention and manipulate information, even in the heat of battle. You regain expended treachery points after finishing a short or long rest.Treachery save DC = 8+your proficiency bonus + your Charisma modifier
Treachery can be used in the following ways.
- Whenever a creature uses a Wisdom (Insight) check on you, you can use a point of treachery to automatically force them to fail the check. The creature is unaware of this effect and will assume the information they glean is reliable.
- As a bonus action, you can spend a point of treachery to charm a target creature that can hear you. The creature must succeed on a Charisma saving throw or be charmed by you for 1 minute. If the creature does not understand any spoken language or you otherwise lack a means to communicate, this ability fails. This charm effect is not magical, and ends if you take any action that may be considered hostile towards the target creature or its allies.
- You can use a point of treachery when performing a Charisma (Deception) check to boost the result of the check by (5+ infiltrator level).
- Whenever you would be the target of an attack or spell, you can use a point of treachery as a reaction, instilling your attacker with doubt. The would-be assailant must succeed on a Wisdom saving throw or be forced to change the target of their attack to another creature in range. If there are no other creatures in range, the attack fails, and they cannot attack again this turn.
Infiltration
At 1st level, you have learned to fall in line with nearly anyone, posing as one of their own. You gain expertise with the disguise kit and the forgery kit. Creatures who are members of a group, such as a military unit or mercenary band, have disadvantage on any checks to detect that you are not one of their members whenever you have disguised yourself as such. Additionally, you can take the Hide action as a bonus action even while openly visible as long as you are in a crowd.Blurred Hands
At 2nd level, your reaction speed exceeds that of a normal person. You gain an additional bonus action that you can only use to make a Dexterity (Sleight of Hand) check, use an object interaction, or attack with a light weapon.Escape Plan
At 2nd level, you become prepared for things to go south, because nothing ever goes according to plan. As an action, you can activate this ability. For 1 minute, you gain an additional 10 feet of movement, advantage on checks to resist being grappled, and can take the Dodge action as a bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.Low Profile
At 3rd level, your innate ability to avoid attention has improved to the point where it is difficult to keep track of where you are at any given time. A crowd for the purposes of Infiltration is now two or more creatures within 10 feet of you. Additionally, when you use your Infiltration ability to hide amongst a crowd, you gain advantage on the checks made when you take the Hide action.Supplant
At 4th level, you have learned how to adopt another person’s appearance as a rapid disguise. As an action, you can spend one point of treachery to disguise yourself. You have disadvantage on the check unless the creature you are attempting to disguise yourself as is within 5 feet of you. You adopt their look as your own and mimic their mannerisms if you have previously observed them speaking or walking.Recollection
At 4th level, your sharpness of wit extends to almost all information around you. You can now use one point of treachery to recall any information you have heard, seen, or otherwise been exposed to within the last 72 hours with exact detail.Takedown
At 5th level, sometimes targets cannot be fooled or are too dangerous to let live. For this, you have learned the subtle art of silently removing a threat. While within 5 feet of a creature that is unaware of you or considers you friendly, you can use your action to initiate one of the following takedowns:- Garrote: You automatically grapple the creature provided it is no more than one size category larger than you. Otherwise, make a grapple check. Immediately after the creature is grappled, it becomes unable to speak or make any verbal noise. You have advantage on checks to maintain this grapple. If you keep the creature grappled for a number of rounds equal to its 1+ its Constitution modifier, it falls unconscious. You cannot perform any other actions while maintaining this grapple. The grappled creature has disadvantage on all attacks against you while you maintain this grapple.
- Grab n Stab: Make a contested grapple check. If successful, you muffle a creature’s mouth with your hand, provided it is feasible to do so. Additionally, on a successful grapple, you can make one attack with a one-handed weapon against the creature. Until the end of the creature’s next turn, it cannot make verbal sounds audible beyond 10 feet. You have advantage on attack rolls against this creature for the first round of this grapple. While grappled in this manner, your attacks against this creature deal an extra 3d6 damage.
- Neck Breaker: This takedown is only usable on humanoids. Make a Strength check with advantage contested by the target’s Strength, Dexterity, or Constitution (its choice). If successful, calculate the difference in the contested roll. If the creature has hit points equal to or lower than (infiltrator level)x(- difference) then you break its neck. A creature with a broken neck is considered paralyzed and suffocating

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