Rogue
Base Class: Rogue

Infiltrators are a particularly rare breed of rogue; be they spies, army generals, or assassins. They use their careful study and intrinsic knowledge of techniques of all kinds to excel in combat and out of it.

Infiltrator's Techniques

At 3rd level, your dedication to the craft on infiltration has come to aid you in your charm and perceptiveness through the use of various techniques. You gain proficiency with the Disguise Kit, if you don't have it already.

Additionally, when making a skill check with Charisma or Wisdom, you may use your Intelligence modifier instead of the original ability modifier. You may do this a number of times equal to your proficiency bonus, and regain all expended uses on a short or long rest.

Finally, while in your element, you are able to make use of these techniques at will. When using this feature on Charisma checks, you do not expend a use of it if you are disguised, and no one has seen through it yet. Similarly, when using this feature on Wisdom checks, you do not expend a use of it if you are hidden, and the creature you are making the check against - if any - is unaware of your presence.

Infiltrator's Strike

Also at 3rd level, you apply your techniques to combat, as well. When making a sneak attack while being hidden or disguised, you add your Intelligence modifier (minimum of +1) to the amount of damage you deal.

Tactical Maneuver

Starting at 9th level, through your knowledge of tactics, you may pick one of these maneuvers to take effect when you deal damage to a creature with your sneak attack. If the maneuver requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier.

  • You strike the enemy at the perfect time, knocking it off-balance. The target must succeed a Strength saving throw, or be knocked prone.
  • You strike with precision, maiming your foe. The target must succeed a Dexterity saving throw, or be temporarily crippled, reducing their movement speed by a number of feet equal to 5 × your Intelligence modifier until they regain at least 1 hit point.
  • You strike the target in their arteries, instead of their vitals. The target must succeed a Constitution saving throw, or bleed, causing it to have disadvantage on all attack rolls and take an additional 1d6 damage from attacks made against it. The additional damage is the same as the attack's damage type, and lasts until the start of your next turn.
  • You strike the creature's nervous system, temporarily confusing it. The target must succeed an Intelligence saving throw, or be forced to use its action on its next turn to attack one of its allies. If it has no allies or it can't reach them, then it wastes its action doing nothing.
  • You fool your target into believing your attack was a great power of another. The target must succeed a Wisdom saving throw, or be frightened of a creature of your choice within 30 ft. of them until the end of your next turn.
  • You fool your target into being impressed beyond measure. The target must succeed a Charisma saving throw, or be charmed by a creature of your choice within 30 ft. of them until the end of your next turn.

You can use this ability a number of times equal to your Intelligence modifier, and regain all expended uses on a long rest.

Foolproof Disguise

Starting at 13th level, you have become so efficient at crafting a disguise that it's even greater than the capabilities of magic.

You gain expertise in the Disguise Kit. Additionally, you can use the Disguise Kit to cast Disguise Self as a ritual. When casted in this way, Disguise Self does not make an illusion and isn't considered a spell effect, instead being a physical disguise, therefore waiving the latter half of the spell's description. However, all other limitations of Disguise Self still apply, such as the disguise requiring you have the same arrangement of limbs.

Master of Infiltration

At 17th level, your infiltrative abilities have reached their peak. All creatures have disadvantage on Intelligence or Wisdom checks to see through your disguise or detect you if you are hidden.

Additionally, you gain unlimited uses of Infiltrator's Techniques, and any time you must make a Wisdom saving throw, you may make an Intelligence saving throw instead.

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