Base Class: Rogue
The Infiltrator is a master of divination, information, spy work, and acts of the mind. Their eyes are everywhere, their ears hear everything. These rogue lean into their intelligence, gaining access to the full power of their, and other's, minds.
Level 3: Master of The Mind
When you choose this archetype at 3rd level, you modify your brain to become a focal point of your Infiltrator abilities. You gain an amount of RAM equal to your intelligence modifier plus your proficiency bonus. When an ability is active that consumes RAM, it takes up that amount against the pool, and is only returned once the duration of that ability ends. If the ability is instead instantaneous, it takes the RAM up for 10 minutes. In addition, you upgrade your thieves tools to hacking tools, which if you have proficiency, becomes expertise. These hacking tools can be used to make a int (thieves tools) lockpicking check against machinery within 15ft of you such as cameras, automatic doors, or other technology to control them (DM can determine the amount of time, based on the check). You can also use computer checks in this way with expertise, but still are limited to the 15ft range.
The basic use of your modified cranium is to simulation-cast divination spells that do not deal damage, or, the find familiar spell (which gains the construct type). These spells take an amount of RAM equal to the spell level, and once you have cast a divination spell this way, the same spell cannot be used until you've completed a short rest. To check what level spells you can use, refer to the wizard casting table; the maximum level spells they learn at your level are the maximum you can cast in this way. You can also cast these through your familiar, using it's senses as the base for things like range.
If a DC is needed for any rogue saving throw class abilities, you can treat it as your mental DC: 10+INT+PROF. If your subclass ability calls for a roll of your sneak die (even if on multiple targets), this also counts for your one sneak die per turn. Things that deactivate constructs and other technology can hamper this feature, but things that interact with spells cannot, as these are spell like, but technological in true nature.
Level 3: Mental Manipulator
Starting at 3rd level, you can attempt to harm a creature's brain chemistry with your own mechanical abilities. As an action (This action cannot be readied), choose a creature you can see within 60ft of you or another source of vision you have, such as a familiar, and choose from one of the abilities below to inflict upon them:
Overheat: Make a intelligence saving throw, or take the rogue's sneak die plus half their intelligence score in fire damage (half on a success). Until the end of your next turn, they got smoke risin from their ears. At level 10, this becomes double sneak die and full score, and can be used on objects that can logically overheat, such as computers or ovens.
Mobility Override: Make a wisdom saving throw, or move up to your max movement in a straight line (direction of the rogue's choice). At the end of that movement, you fall prone, taking 1d4 bludgeoning damage for each 5ft traveled. At level 10 this can be used on vehicles, and deals 2d4 instead.
Virus Possession: Make a Charisma saving throw. On a fail, roll a hit die. Subtract that from your hit points (adding con), attack rolls, and ability checks (not adding con), until the start of the rogue's next turn.
Level 9: Identity Manipulator
Starting at 9th level, you may upgrade your disguise kit into an identify manipulator. If you have proficiency with the kit, it becomes expertise. As an action, you can use the kit to begin scanning a person, allowing you to identify basic information like a person's name, race, and public associations. This only reveals public information, such as that stored in a database, books, or casual conversational knowledge. You can use this feature on any creature you can see, such as via your class features, or through the lens of something like an active camera or a spell that allows you to see their physical body. If you keep the creature within these conditions for a minute, you may copy any identifying information from them, such as passwords, IDs, or access codes. This does not give detailed sensitive information such as plans or intentions (use DM discretion)
Once you have this access, you can use your disguise kit to simulate their appearance, using the data above, using the kit's normal rules. A suspicious creature can make a contested investigation check against your disguise kit check to immediately identify an inconsistent detail with your disguise. At level 15, this kit can even replicate fingerprints, retina distinctions, and recreate the person's scent or voice with relative accuracy to your disguise kit check.
Level 13: Misinformation
Beginning at 13th level, when you make a contested check, or force a creature to make a saving throw and that creature is not hostile towards you specifically (such as if you are hidden from them, or they consider your disguise to be a friendly persona), they make their check/save with disadvantage.
In addition, you can now use your RAM to create illusions in the minds of others. You can generate a psuedo-spell version of Phantasmal Force, using an action to inflict it upon up to three creatures you or your familiar can see at the same time. Each creature must be seen by a different kind of vision within the spell's range to that source of vision; such as one generated by a psuedo-spell, a familiar's vision, a live recording, but special sights like blindsight, normal vision, ect always count as one (sourced from you) even with multiple kinds. Each creature sees the same illusion, though their exact locations can be customized for the individual. (For example, three guards might all see flickering demons. But in different parts of a building). Each instance of Phantasmal Force on a creature costs you 4 RAM.
While you have a creature under the effects of this ability, you can use an action to deal additional phantom damage to them equal to ten times your sneak damage die (loss of health, ignoring damage interactions). However, this damage is not real. it cannot kill a creature, only having their body believe it should be unconscious until the duration of the spell ends, in which case, all of the perceived damage ends.
Level 17: Ultimate Infiltrator
Starting at 17th level, you gain the ability to hack the target's mind in new ways. Whenever a creature passes a saving throw against your overheat, mobility hack or virus hack, you can spread the hack to another section of their body instead, lasting until the end of your next turn:
Spine Hack: When a creature passes a saving throw from your subclass features, you can use a reaction to force it to reroll the saving throw.
Eye Hack: The creature cannot see you. They can still perceive your smell, sound, or other indicators, and can see everything except you, and what you are wearing and carrying.
Ears Hack: The creature hears noises of your choice. They believe these noises are coming from something audible their environment, rationalizing the noise to a source.
You also unlock your network; a local webwork of creatures and other information sources on the same place of existence of you. This network functions similar to a telepathic bond, allowing you to share information through phones and other mental, digital communication. This source of communication isn't limited to words, but can also include senses like smell, touch and sight. For example, your familiar could send you an image. Allied creatures can join this network as a 10 minute ritual, lasting for as long as they stay on that plane, or until they sever it themself, adding any controlled creatures or divination censors they have to the network. Things like hacked or owned cellphones, cameras, or even other divination censors also count towards this network. If you use a subclass ability through a creature's sense with the network, you must wait until the end of your next turn to use another ability through the network (such as forcing a creature to make a save, or casting a divination spell)
Creatures and objects from the network can collect and share a database of information between them. Each time a creature passes a mental saving throw against a network connected effect, info on their defenses is stored and noted, allowing for new routes to crack their mental defenses. The next time they make a similarly qualifying mental save of the same type, their roll is reduced by 1 (this can stack until the creature fails a mental save, in which case it resets).
Previous Versions
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