Infiltrator, Variant (5e Class)
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- 1 Infiltrator
- 1.1 Creating a Infiltrator
- 1.2 Class Features
- 1.2.1 Table: The Infiltrator
- 1.2.2 Unarmored Defense
- 1.2.3 Tricks of the Trade
- 1.2.4 Riposte
- 1.2.5 Vigilance
- 1.2.6 Trade
- 1.2.7 Ability Score Increase
- 1.2.8 Extra Attack
- 1.2.9 Evasion
- 1.2.10 Adept Climber
- 1.2.11 Cautious Exploration
- 1.2.12 Shadow Run
- 1.2.13 Fearless Agent
- 1.2.14 Supernatural Reflexes
- 1.3 Confidant
- 1.4 Extractor
- 1.5 Ghost
- 1.6 Multiclassing
Creating a Infiltrator
- Quick Build
You can make a Infiltrator quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Spy background. Third, choose shortsword and thieves' tools.
As a Infiltrator you gain the following class features.
- Hit Points
Tools: thieves' tools, disguise kit
Saving Throws: Dexterity, Intelligence
Skills: Choose three of your choice.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) shortsword or (b) hand crossbow and a quiver with 20 bolts
- (a) thieves' tools or (b) disguise kit
Two daggers, burglar's pack, and a spyglass.
- If you are using starting wealth, you have 4d4x10 gp in funds.
|1st||+2||Unarmored Defense, Tricks of the Trade||-|
|4th||+2||Ability Score Improvement||3|
|8th||+3||Ability Score Improvement||4|
|12th||+4||Ability Score Improvement||5|
|16th||+5||Ability Score Improvement||5|
|19th||+6||Ability Score Improvement||6|
At 1st level, while you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Proficiency bonus.
Tricks of the Trade
You have taken on a particular style of infiltration through training and observation. Choose one of the following options. You may choose a additional option at 6th, 11th, and 16th level, but may not choose the same option more than once.
You have advantage on Acrobatics checks when you are not Incapacitated and have at least one free hand.
Before you make an melee or ranged attack while Hiding or out of sight of the target, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
You gain Proficiency in the Persuasion or Deception skill, your choice. If you already had proficiency in the skill, your proficiency is doubled for any ability check that uses the Persuasion skill.
You can take the Disengage and Hide action as a bonus action.
You gain proficiency in the Sleight of Hand skill. If you already had proficiency in the skill, your proficiency is doubled for any ability check that uses that skill.
Your unarmed strikes deal 1d4 Bludgeoning damage. You may use your Dexterity modifier for attack and damage rolls. In addition, if you make an unarmed attack, you may make an additional one as a bonus action.
Your proficiency bonus is doubled to checks you make with Thieves' Tools.
You gain proficiency in Intimidation or Athletics skill, your choice. If you already had proficiency in the skill, your proficiency is doubled for any ability check that uses that skill.
Beginning at 2nd level, you can use your opponent's attack to your advantage. When you are targeted by an attack by a creature you can see, you may make an attack as a reaction, regardless if the triggering attack hit or missed. You may do so twice. Once you have riposted a number of times showed for your Infiltrator level in the Riposte column of the Infiltrator table, you must finish a long rest before you can riposte again.
Beginning at level 2, you cannot be Surprised and you may add your Proficiency bonus to your Initiative.
At 3rd level, you choose a path. Choose between Confidant, Extractor, and Ghost, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 8th, 13th, and 18th level.
Ability Score Increase
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.
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Beginning at 11th level, you do not have to make Athletic checks to scale a surface as long as you have at least one free hand, and your climbing speed equals your base walking speed. At 19th level, you do not require at least one free hand to use this feature.
Starting at 14th level, you gain advantage on checks made to disable traps or opening/closing mechanisms and you have advantage on saving throws against traps. In addition, you have advantage on Perception and Investigation checks when you are attempting to detect hidden passages and compartments.
Starting at 15th level, you remain stealthed even if you move at your normal walking speed, and while in dim or dark settings your movement speed is doubled.
Beginning at 18th level, you are immune to the Charmed and Frightened conditions.
At level 20, you become a paragon of elusiveness. Your Dexterity increases by 4, and your maximum for those scores are now 24.
Confidants are the masters of going undercover, able to slip out of one skin into another.
At level 3, you gain the following abilities:
⦁ You may perfectly mimic any voice you have heard for at least 10 minutes.
⦁ You have advantage on Performance and Deception checks while disguised.
⦁ You gain fluency in two basic languages of your choice.
Starting at 8th level, you can weave your words to become like seething daggers, or caressing breezes. You may use a Bonus action to cause one target character that can hear you to have advantage, or disadvantage on a single roll they make during their next turn.
Beginning at level 13, you may change the appearance of worn apparel and weapons as an action.The changes wrought by this ability fail to hold up to physical inspection. For example, if you use this spell to change the length of your coat, objects pass through the extra length, and anyone who touches it would feel nothing. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. This effect lasts for 1 hour or until you dispel it.
- In Plain Sight
Starting at 18th level, you have become more adept at making yourself appear to be someone you're not. You may cast Alter Self at will.
While some Infiltrate buildings, you infiltrate minds. Some might call what you do torture, but you prefer to think of it as 'enhanced interrogation'
- Keep Them Talking
When you select this trade at level 3, you learn to keep people alive to ply your talents on them. You gain proficiency in Medicine. If you already had proficiency in the skill, your proficiency is doubled for any ability check that uses the Medicine skill.
- Twist the Screws
Beginning at level 8, you gain advantage on Insight and Charisma checks against creatures who are being Restrained or Prone.
- Invasion of the Mind
Beginning at level 13, you may cast Detect Thoughts at will. When you do so, your target has disadvantage on Wisdom and Intelligence saves made as part of this spell.
- Master of Extraction
You may cast Geas on a single target. You regain the use of this feature after completing a long rest.
Unseen and unheard, ghosts rely on cover and stealth to get where they're going.
- Silent Sneak
Beginning at 3rd level, you make no sounds when you breathe, walk, or climb, unless you want to. Characters have disadvantage on Perception checks (and -5 from passive Perception) made against you while they cannot see you.
- Gut Feeling
Beginning at 8th level, you have advantage on Dexterity saving throws. You do not gain this benefit if you are blinded, deafened, or incapacitated.
Starting at 13th level, you become innately stealthy. If your total for a Dexterity check is less than your Dexterity score, you can use that score in place of the total.
Beginning at level 18, you may, as an action, become Invisible. Anything that you are wearing or carrying is also invisible. This effect lasts for 1 hour or until an attack hits you. You may do this once per long rest.
Prerequisites. To qualify for multiclassing into the Infiltrator class, you must meet these prerequisites: Dexterity 13, Wisdom 13.
Proficiencies. When you multiclass into the Infiltrator class, you gain the following proficiencies: One Dexterity skill of your choice and proficiency in improvised weapons.