Base Class: Rogue
An expert at breaking into "secure" areas, an infiltrator is the perfect thief and the perfect spy. Whether the infiltrator is there to steal gold, information, jewels, or secrets, an infiltrator is trained to do their job quickly and efficiently. They are expert at having other people do their job for them, whether by lying to their faces or making them believe they are doing it for themselves.
MASTER OF MANIPULATION
When you choose this archetype at 3rd level, you gain proficiency in the Deception and Persuasion skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
DEVIOUS SPOOF
At 3rd level, you gain the ability to trick your enemies into thinking that you would attack in a certain way. As a bonus action, you can make a Charisma (Deception) check against a creature that can hear you and isn’t incapacitated, contested by the target’s Wisdom (Insight) check. If you succeed, you have advantage on your attacks that already qualify for sneak attack.
This benefit lasts for 1 minute or until you successfully use this feature against a different target. Once you use this feature, while using it again during the same encounter you have disadvantage on your Charisma (Deception) check while the target creature has advantage on its Wisdom (Insight) check.
INCITING MIMICRY
At 9th level, your lies become extraordinarily deceptive. As an action, you can designate a friendly creature within 5 feet of you and you can make a Charisma (Deception) check contested by another creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check, the creature has disadvantage on attack rolls against targets other than the designated friendly creature and can’t make opportunity attacks against any other creature. This effect lasts for 1 minute, until you or one of your companions other than the designated friendly creature attacks the target or affects it with a spell, or until two creatures are more than 60 feet apart.
BLENDING IN
Starting at 13th level, it is hard for your enemies to determine whether you are a friend or a foe, causing them to hesitate.
During the first round of a combat, you have advantage on saving throws and the attacks against you have disadvantage.
Also you have advantage on the roll whenever you make an ability check using a disguise kit or a forgery kit.
CONCEALED SPOOF
At 17th level, you no longer roll your Charisma (Deception) check with disadvantage and your target no longer rolls its Wisdom (Insight) check with advantage, on your subsequent uses of devious spoof during the same encounter.
Also, if you use your devious spoof while you are hidden from your target, your Sneak Attack damage against that creature increases by 3d6.
Previous Versions
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10/16/2018 7:17:20 PM
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0.1
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Coming Soon
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