An infiltrator would prefer never to be noticed, making their way in the dark and quiet. Their skill verges on supernatural and includes a variety of tricks which can even hide them from magical detection. Many have multiple identities by which they are known, perhaps even to those they trust.
Bonus Proficiencies From 3rd level, when you choose this archetype, you gain proficiency with Acrobatics and Stealth. Your proficiency bonus is doubled for any check you make that uses either of those proficiencies. You also gain proficiency with disguise kits. Quick Escape From 3rd level, you are difficult to pin down during a fight. 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. Infiltration Expertise Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so that you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until and unless given an obvious reason not to. Supreme Sneak From 9th level, you have advantage on Dexterity (Stealth) checks if you move no more than half your speed on the same turn. Defy Detection From 13th level, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful, and you can’t be compelled to speak the truth by magic. In addition, any Divination spell which would detect you may slip over you without noticing you. When you are subject to a spell which might detect you, you may make a Wisdom saving throw against the caster’s spell saving throw DC. If you succeed, you are not detected by the spell, unless you wish to be. Infiltrator’s Reflexes When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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