Base Class: Rogue
Masters of shadows and perception, Infiltrators are rogues who strike unseen, exploiting weaknesses they have carefully observed. They do more than hide in plain sight — they manipulate reality, leaving no trace, bending what others see, hear, and feel. Each movement, each disguise, and each strike is part of a larger plan, executed with preternatural precision.
Unlike other rogues who rely on speed or brute cunning, Infiltrators rely on preparation, observation, and subtle manipulation. Every step they take through the world leaves only shadows behind, every mask they wear hides a hidden intent, and every strike leaves their enemies questioning what they saw at all.
Shadowcraft
3rd-Level Infiltrator feature
You gain the ability to harness arcane energy to fuel subtle spells of deception and infiltration. You gain access to a set number of Infiltrator spells, as shown in the Infiltrator Spellcasting table. You can cast these spells by expending Spell Charges.
Spellcasting Ability
Charisma is your spellcasting ability for your infiltrator spells, since their power derives from your ability to manipulate others. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an infiltrator spell you cast and when making an attack roll with one.
Spell Charges: Unlike spell slots or spell points you have a number of Spell Charges equal to your Charisma modifier plus your Proficiency Bonus (minimum 1) that can be used to cast certain spells. You regain all expended charges when you finish a short or long rest.
Preparing Spells
You know every spell on your Infiltrator spell list but must choose which spells to prepare after each long rest. you may only have one spell prepared per spell level at any time but you may swap out prepared spells as a part of a short rest.
Casting Spells:
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You can cast any spell from your spell list by expending a number of Spell Charges equal to the spell’s level (1 charge for a 1st-level spell, 2 for a 2nd, 3 for a 3rd, etc.).
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You cast them at their base level; you can’t upcast.
- When cast this way they are cast as a bonus action rather than an action.
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifier = your proficiency bonus + your Charisma modifier
Spell Recovery: You regain all spent charges when you finish a short or long rest
Shadow Healing: You may also expend a number of spell charges as an action on your turn to heal yourself. The amount of healing you receive is equal to 2d6 plus your charisma modifier per charge spent.
Infiltrator Spellcasting
| Rogue Level | Max Spell Level |
| 3rd | 1st |
| 5th | 2nd |
| 9th | 3rd |
| 13th | 4th |
| 17th | 5th |
Infiltrator Spell List
| Spell | Spell Level |
| Charm Person | 1 |
| Command | 1 |
| Comprehend Language | 1 |
| Expeditious Retreat | 1 |
| Identify | 1 |
| Silent Image | 1 |
| Blindness/deafness | 2 |
| Detect Thoughts | 2 |
| Hold Person | 2 |
| Invisibility | 2 |
| Mirror Image | 2 |
| Suggestion | 2 |
| Bestow Curse | 3 |
| Fear | 3 |
| Hypnotic Pattern | 3 |
| Major Image | 3 |
| Nondetection | 3 |
| Compulsion | 4 |
| Confusion | 4 |
| Greater Invisibility | 4 |
| Dominate Person | 5 |
| Dream | 5 |
| Mislead | 5 |
| Modify Memory | 5 |
| Seeming | 5 |
Shadow veil
3rd-Level Infiltrator feature
You master the art of deception and unseen movement through a supernatural disguise. As an action, you can invoke your shadow veil to take on the appearance of another, casting disguise self on yourself without expending a spell slot. When cast this way, the spell lasts for a number of hours equal to your proficiency bonus. While active, you gain the following benefits:
- You have advantage on Dexterity (Stealth) checks, even while only lightly obscured.
- You can attempt to Hide when lightly obscured by shadows, crowds, or other distractions as a bonus action.
- The first time you hit a creature with an attack each turn while hidden, the attack deals psychic damage instead of its normal damage type, leaving no visible wound or trace.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Shadowsteps
9th-Level Infiltrator feature
You have become a ghost in movement, leaving no trace of your presence while moving about.
Untraceable: Your steps make no sound, your scent vanishes, and non magical attempts to track you automatically fail.
Phasing Movement: By spending 1 charge of Shadowcraft, you can either Teleport up to 15 feet to an unoccupied space you can see when you take the Hide action, or Immediately after hitting a creature with an attack that deals psychic damage, teleport to a space directly behind that creature, regardless of distance (as long as the destination is unoccupied).
Invisible Precision: When you succeed on a Stealth check, you can spend one charge of shadowcraft to become invisible until the start of your next turn.
Perfect Facade
13th-Level Infiltrator feature
Your mastery of disguise transcends the physical, allowing you to assume another’s identity flawlessly while manipulating the perceptions of those around you.
- Embody Another: If you are using your Shadow Veil feature to impersonate someone you have observed for at least 10 minutes, you can spend 1 Shadowcraft charge to perfectly replicate their voice, mannerisms, and even superficial magical auras for the duration of the spell. While active, Insight checks made to see through your deception are made with disadvantage.
- Charming Illusion: While under the effects of Disguise Self or Seeming, creatures that attempt to see through your illusion must succeed on a Wisdom saving throw against your Spell Save DC. On a failed save, they are charmed for 1 minute, as their mind accepts your projected persona as truth.
- Fluid Disguise: You may spend 1 Shadowcraft charge to modify any visual detail of your Shadow Veil while it is active without ending the effect early.
Phantom Form
17th-Level Infiltrator feature
You have become a legend in the shadows, striking from nowhere and leaving no trace, capable of exploiting weaknesses you’ve observed. As an action, you can spend 3 Shadowcraft charges to enter Phantom Form for 1 minute. While in this state:
- You are invisible until you deal damage. When you become visible, creatures perceive only a dark shadow where you stand.
- You can move through creatures as if they were difficult terrain (taking 1d10 force damage if you end your turn inside a creature).
- You have advantage on Dexterity (Stealth) checks.
- All attacks you make deal psychic damage instead of their normal damage type.
- If you reduce a creature to 0 hit points, you recover a number of Shadowcraft charges equal to your proficiency bonus.
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Posted Jun 7, 2026updated on June 7th 2026 to help optimize playability and player usage of early level subclass abilities without hurting core rogue playstyle.