Rogue
Base Class: Rogue

Infiltrators are experts in finding their way near someone of importance. Their extensive arsenal of small, piercing objects and poisons makes it easy for them to slip it in through the tightest security. 

Basic Toxicology

Starting at 3rd level, you have advantage on Wisdom (Medicine) checks, to make or use poisons.

Fingernail Tricks

An expert in avoiding direct combat, you rely on smaller, hidden weaponry. Your fingers cannot be affected by contact poisons and you may use your sharpened fingernails to make 2 attacks. Fingernails do 1d4 + (applied poison stats) damage. You are proficient in your fingernails.

Slip Through

You have spent months finding the best places to carry small items on yourself, often hidden pockets, you have advantage on checks to conceal items you have proficiency in.

Blending In

By 13th level, you have learned enough about the characteristics of living beings to become a close copy of them. You can spend five minutes disguising yourself as someone else or fit into a crowd. Perception checks on the people while using this ability have advantage and deception/persuasion checks about your new identity have advantage.

Ultimate Infiltrator

When you reach 17th level, you have become adept at becoming one with a group of people and are now familiar with them. You know the common and some more advanced codes of an organization in your world and most likely have forged documents. You have advantage on all Charisma (Persuasion) checks to deflect suspicion from yourself when questioned for any acts you have done. 

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