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Infiltrator

  As an Infilrator, you gain the following 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 (or 5) + your Constitution modifier per Infiltrator level after 1st Starting Proficiencies Armor: Light Armor Weapons: daggers, darts, slings, light crossbows, light guns, short sword, rapier Tools: Thieves' Tools Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth Power Stat: Dex, Int, Cha Starting Equipment Table: The Infiltrator Level Proficiency Bonus Features Powered Sneak Attack Max Adj. 1 +2 Power Origin (Two 1st tier adj), Stealthy, Expertise, Powered Sneak Attack, Thieves' Cant 2d4 1 2 +2 Cunning Action 2d4 1 3 +2 Exemplar of Adroitness, Steady Aim 4d4 1 4 +2 Ability Score Improvement 4d4 1 5 +3 Uncanny Dodge, Travel Mode Power Origin (One 2nd tier adj, One 1st tier adj.) 6d4 2 6 +3 Expertise 6d4 2 7 +3 Evasion 8d4 2 8 +3 Ability Score Improvement 8d4 2 9 +4 Exemplar of Adroitness 10d4 2 10 +4 Ability Score Improvement, Travel Mode(Improved)       , Power Origin (One 3rd tier adj, One 2nd tier adj.) 10d4 3 11 +4 Reliable Talent 12d4 3 12 +4 Ability Score Improvement 12d4 3 13 +5 Exemplar of Adroitness 14d4 3 14 +5 Blindsense 14d4 3 15 +5 Travel Mode (Heroic), Power Origin (One 4th Tier adj, One 3rd Tier adj.) 16d4 4 16 +5 Ability Score Improvement 16d4 4 17 +6 Exemplar of Adroitness 18d4 4 18 +6 Elusive 18d4 4 19 +6 Ability Score Improvement 20d4 4 20 +6 Sudden Ruin, Power Origin (Two adj. from any Tier) 20d4 4   Power Origin- When You gain your 1st level in any hero class you are able to use your unique talents in a few more ways by focusing it in one of these class roles. As an Infiltrator, you gain Powered Sneak Attacks that allow you to channel your abilities into devastating blows if the victim is unaware of the attack beforehand. Additionally, you know a number of adjustments and can use tiers of adjustments as allowed by your Infiltrator level. power origin can extent up to 20 ft.   Stealthy- You do not need to break line of sight in combat to take the Hide action. Additionally, whenever you take the Hide action, you gain the Stealth buff for 1 round or until it is broken (either you make a attack or take damage).   Expertise- At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.   Powered Sneak Attack- Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d4 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Infiltrator table. Additionally, you may add adjustments to this attack as though you are spending your damage die without actually spending any die if the Powered Sneak Attack hits.   Thieves' Cant- During your training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.   Cunning Action- Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.   Exemplar of Adroitness- Upon reaching 3rd level as an Infiltrator, your accumulated experience is critically honed to reach beyond the depths of any lock in role like the Penumbra or the Glamour. Your Exemplar choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.   Steady Aim- At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.   Uncanny Dodge- Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.       Evasion- 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.   Reliable Talent- By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.   Blindsense- Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.   Elusive- Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.   Sudden Ruin- Beginning at 20th level, you become a master of defeating your enemies in an instant with a well placed blow. Your first successful sneak attack in a combat is treated as a critical hit, if it lands, with a times three multiplier. If this brings an enemy to zero hit points, you instantly flash step to an enemy within 30 feet of the downed opponent and make make another such attack. This continues until their are no other enemies, the distance is too far to continue, or you miss a target

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