Base Class: Rogue
Few people put themselves in more danger than the Fell Infiltrators. They cloak in shadow and sulfur, walking past the edge of creation to curb profane influence. These daring demon hunters are on a paladin’s quest, but take the back door to fulfilling it. They are spies among fiends, waiting in realms of treachery until just the right moment, then give the universe a most precious gift: another dead demon. While their mask of evil is unnerving and even frightening, a Fell Infiltrator fights the influence of the creatures they imitate. Whether this is to destroy their power or to steal it, however… That depends on the individual.
Abyssal Fluency
You gain proficiency in the Religion skill. Additionally, you can comprehend and speak the languages of Fiends.
Facade of the Fiend
You can use a bonus action to don the aspect of a demonic creature from beyond creation. You can use this feature twice. You regain expended uses when you finish a short or long rest.
While you are wearing the Facade of the Fiend, you gain the following benefits:
• Your body changes into a demon’s. You appear as an unnatural and dark reflection of yourself with features such as vestigial wings, horns, or scaled skin. You decide your appearance during the ritual that gives you the ability to use this feature, at which point it becomes your permanent hellish alias.
• Your creature type becomes Fiend.
• You roll d8s instead of d6s for the extra damage granted by the Sneak Attack feature. Additionally, when you deal your sneak attack damage, you can choose to deal cold, fire, or lightning damage instead of bludgeoning, piercing, or slashing damage with the attack.
• You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
• You gain resistance to cold and poison damage, and immunity to the poisoned condition.
You can wear the Facade of the Fiend for a number of hours equal to half your rogue level (rounded down). You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Devil's Due
When a Fell Infiltrator finally corners their target, they can hush the finishing stroke to prevent rousing suspicion or bothersome follow-up magic. When you deal extra damage with the Sneak Attack feature, you can create a zone of silence. No sound can be created within or pass through a 10-foot-radius sphere centered on the creature. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. This zone lasts until the end of your next turn. Once you use this feature, you cannot use it again until you finish a short or long rest.
Branded Sigil
You create a set of three iron brands that each burn a different two-inch demonic sigil into objects and creatures. You can have a number of sigils active at a time equal to your proficiency bonus.
You can use a bonus action to make a special melee attack against a creature or object. Make a Dexterity (Sleight of Hand) check against the target’s AC. On a hit, you deal 1d2 necrotic damage and burn a sigil into the target if it takes damage. Choose one of the following effects:
Ggur (rot). When branded onto an object, this sigil slowly eats it away until it is destroyed. The object takes 2d6 necrotic damage when you brand the object and at the start of every subsequent round, as it decays into ash. If the object is Huge or larger, the sigil damages a 5-foot cube of material centered on itself. The sigil can be removed by using an action to deal 5 damage to the object, destroying the part of the object bearing the brand. Otherwise, the sigil lasts until the object is destroyed, or until the following dawn.
Saa (whisper). After burning this mark into an object, you can use a bonus action to possess its physical form or return your consciousness to your own body. While possessing the object, you can see and hear as if you were in its space, and speak with a disembodied voice. While you are possessing the object, you are blinded and deafened in regard to your own surroundings. This sigil lasts until the following dawn.
Chot (curse). When a creature is burned by this brand, it takes extra damage from attacks equal to half your rogue level (rounded down) for the next minute. If a creature uses an action to cut the sigil off of the creature, it takes 5 slashing damage and the effect ends.
Devil's Tongue
You bear the countenance and beguiling nature of a devil, even when not wearing the Facade of the Fiend. You automatically pass saving throws to resist the zone of truth spell. Additionally, creatures have disadvantage on ability checks made to recognize lies you speak or write.
Unknowable Presence
Your demonic guise shrouds you from magical spies. You cannot be targeted by any divination magic or perceived through magical scrying sensors unless you wish to be. As an action, you and up to twelve willing creatures can link hands to grant them the benefits of this feature for the next hour. Once you bestow this benefit, you can’t do so again until you finish a long rest.
Sigil of Death's Defiance
You gain access to a fourth branded sigil:
Brust (defiance). After burning this mark on an object, one week after you die for any reason except old age, your body and any equipment still on your person teleport to the nearest unoccupied space from the sigil, unharmed. You return to life at full hit points. Every time you resurrect this way, your Hit Dice are reduced by 1. Only the direct intervention of a deity can restore these lost Hit Dice. If you have 0 Hit Dice, you die permanently. This sigil can only exist in one place. If you brand it on another object, the previous sigil is erased. It can be removed by using an action to deal 5 damage to the object, destroying the part of the object bearing the brand.
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