Infiltrator

An assassin for hire, a stealty thief, a dungeon-running scout, you're adept at getting into places, getting the job done, and getting out without being noticed.   You must have an Agility score of 7 to multiclass into this class.  
Level Proficiency Bonus Perk Tier Other Features Sneak Attack Damage № of Attacks
1st +2 1 Roguish Discipline, Blade in the Dark 1d4 1
2nd +2 1 - 1d6 1
3rd +2 1 Ability Score Improvement 1d6 1
4th +3 2 Expertise 2d6 1
5th +3 2 Deep Knife 2d6 1
6th +3 2 - 2d6 2
7th +3 3 Ability Score Improvement 3d6 2
8th +4 3 Expertise 3d6 2
9th +4 Ultra - 4d6 2
10th +4 - Infiltrator Feature 4d6 2
 

Class Features

Hit Points

Hit Dice: 1d8 per infiltrator level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier
 

Proficiencies

Armour: light
Weapons: simple weapons, backswords, estocs, fencing daggers, hand crossbows, light shields, longswords, rapiers, shortswords
Tools: thieves' tools
Saving Throws: Agility, Perception
Skills: Dexterity, and choose three of Acrobatics, Athletics, Intuition, Investigation, Performance, Persuasion, Stealth
Other: one additional language of your choice  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:  
  • (a) a martial weapon or (b) two simple weapons
  • (a) lamellar or (b) maille armour
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • two daggers
 

Expertise

At first level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with theives' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At fourth and again at eighth level, you can choose one more of your proficiencies, either a skill or with thieves' tools, to gain this benefit.  

Sneak Attack

Once per round, when attacking a creature defending using its Blind AC, or a Flanked creature, you may make a Sneak Attack, adding extra damage to your attack. You cannot make a sneak attack with a ranged weapon at a range greater than 30 feet. You cannot make a sneak attack against a concealed or obscured target, such as one that is invisible or under the effects of the blur spell.  

Deep Knife

Starting at 5th level, when you hit with a creature with a sneak attack, your damage ignores any resistance granted by armour.  

Perk List

Perk Name Tier Description
Roguish Discipline 0 As a rogue, you gain the following traits:
  • You gain proficiency in Dexterity.
  • You know an additional language.
Blade in the Dark 0 You sneak about the dark, having learned a myriad of skills. Gain the following traits:
  • You are proficient in light armour, simple weapons, backswords, estocs, fencing daggers, hand crossbows, longswords, rapiers, and shortswords.
  • You gain proficiency in Agility and Perception saving throws.
  • You gain proficiency in three of Acrobatics, Athletics, Intuition, Investigation, Performance, Persuasion, Stealth.
Perk Name Tier Description
Assassin 1 You know how to find weaknesses in an enemy. Gain the following trait:
  • As a bonus action, you can make an Investigation check against a creature’s AC, scanning for weaknesses. If your check succeeds, your attacks made against that creature may be Sneak Attacks. This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Enhanced Reflexes 1 You're quick on your feet and quick with your hands. Gain the following benefits:
  • As a reaction, when you are targeted by an attack, you can impose a −2 to hit (if the attack requires an attack roll), or gain a +2 to your saving throw (if the attack requires you make an Agility save).
  • If you are wielding a Light weapon in your main hand, you may make an attack with it using a bonus action.
  • You may access an item secured to your backpack, or in a pouch secured to your backpack as a free action.
Jack of All Trades 1 You can do a little bit of everything. Gain the following benefits:
  • You can add half of your proficiency bonus to skills you are not proficient in. As well, you are able to attempt Skilled checks using skills you are not proficient in.
  • You gain proficiency in one artisan’s tool of your choice.
  • You gain proficiency in one instrument of your choice.
  • You gain proficiency with kukris, whips, bladed gauntlets, chakras, and shotels.
Shadow 1 You roam the night and shadows; the dark is a friend. Gain the following benefits:
  • You have 10 feet of darkvision.
  • You gain +2 to Stealth.
  • You gain +6 to saving throws against traps.
  • You gain +1 to your passive perception.
  • As an action, you can scan an area visually and auditorily for presences. You know the exact locations of any creatures not intentionally trying to reduce their presence within 15 feet of you and the approximate locations of any creatures not intentionally trying to reduce their presence within 45 feet of you. You can use this feature a number of times equal to your Perception modifier before needing to finish a long rest.
Slippery 1 You're difficult to pin down in a fight. Gain the following benefits:
  • You gain +3 to Initiative rolls.
  • You can dodge as a bonus action.
  • Climbing no longer costs you extra movement.
  • When you make a running jump, the distance you cover is determined by your Agility score.
Tools of the Trade 1 Poison is a rogue's best friend, probably. Gain the following benefits:
  • You gain proficiency with poisoner’s tools.
  • Poison damage you deal ignores resistance below +4, and targets suffer a −4 penalty on saving throws against being Poisoned.
  • Poison applied to a weapon lasts twice as long.
  • You can create your own poisons out of ingredients. The properties of the poison will depend on the components and how competently it was made.
Perk Name Tier Description
Arcane Assassin 2 You've explored the basics of magic to further your own ends. Gain the following benefits:
  • Your gain proficiency in Arcana.
  • You may attune to one additional magic item.
  • When you hit a creature with a sneak attack while wielding a magic weapon or using magic ammunition, your damage ignores any resistances the target may have.
  • As a bonus action, you may magically cloak yourself until the beginning of your next turn. While you are cloaked like this, you may make a sneak attack against any creature that does not have truesight and you gain +2 to AC. This effect ends early if you are rendered incapacitated or unconscious. Once you use this feature, you can't use it again until finishing a short or long rest.
Frenzying Blade 2 Whether through concoctions applied to your weapon, or sheer terror of presence, you can induce a panic in enemies. Gain the following traits:
  • When you successfully sneak attack a creature, that creature must make a DC 13 Willpower saving throw or suffer one of the following effects of your choice that lasts until the end of their next turn:
    • Fear: The creature is affected by the Fear status: they may not voluntarily move closer to you, and their attacks suffer a −4 to hit.
    • Frenzy: On its turn, the creature will attack the nearest creature to it, friend or foe. If multiple creatures are within the same range, its target is random.
Hunter-Killer 2 Prerequisite: Assassin
Gain the following trait:
  • When you successfully use your Assassinate feature on a creature, you learn its AC and any resistances or immunities it may have. Additionally, when attacking this creature, you gain +1 to hit, and you gain an additional 1d6 of sneak attack damage.
Quickfoot 2 You've become very quick on your feet. Gain the following benefits:
  • Your movement speed increases by 10 feet.
  • You may get up from prone without using movement.
  • You no longer activate traps that are triggered by stepping on something.
  • When you are targeted by an effect that requires you to succeed an Agility saving throw to avoid damage, if you succeed, you instead take no damage, and if you fail by 3 or less, you take half damage.
Unhittable 2 Gain the following traits:
  • You gain +1 to AC and Touch AC.
  • So long as you aren’t Flanked, you can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Versatile 2 Prerequisite: Jack of All Trades
Gain the following benefits:
  • You gain proficiency in two skills of your choice.
  • You gain expertise in one skill you are proficient in or with one type of artisan's tools you are proficient in.
  • You gain proficiency in one saving throw of your choice.
  • When giving the help action, you are always considered proficient.
  • Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 7 or lower as an 8.
Perk Name Tier Description
Enhanced Senses 3 Gain the following traits:
  • You gain 30 feet of Blindsense
  • You gain +3 to Perception saving throws.
Focus 3 Prerequisite: Assassin
Gain the following trait:
  • You may make 2 Sneak Attacks per round against the target of your Assassin ability.
Haemorrhage 3 You know where to strike to really deal damage. Gain the following trait:
  • Your Sneak Attack dice become d8s.
Slippery 2, idk 3 Prerequisite: Slippery
Gain the following traits:
  • When a creature misses you with a melee attack, you may use a reaction to move 5 feet to an unoccupied space, or move to the space directly on the other side of the attacker from your perspective
  • When you are targeted by a melee attack, you may impose a −3 penalty to hit. You can use this feature twice before needing to complete a short rest.