| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 19 | +4 | +7 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 18 | +4 | +7 |
| CHA | 14 | +2 | +2 |
Evasion. If the infiltrator is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the infiltrator instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.
Fancy Footwork. The infiltrator doesn’t provoke Opportunity Attacks.
Social Training. The infiltrator has Advantage on Charisma (Deception) and Wisdom (Insight) checks.
Multiattack. The infiltrator makes three attacks, using Rapier or Hand Crossbow in any combination. It can replace one attack with a use of Fast Friends.
Rapier. Melee Weapon Attack: +7 to hit, range 5 ft. Hit: 8 (1d8 + 4) Piercing damage, plus 3 (1d6) Radiant damage, or 13 (2d8 + 4) Piercing damage plus 7 (2d6) Radiant damage if the attack was made with Advantage.
Hand Crossbow. Ranged Attack Roll: +7, range 30/120 ft. Hit: 7 (1d6 + 4) Piercing damage, plus 3 (1d6) Radiant damage, or 11 (2d6 + 4) Piercing damage plus 7 (2d6) Radiant damage if the attack was made with Advantage.
Fast Friends. Wisdom Saving Throw: DC 15, one creature the infiltrator can see within 30 feet. Failure: The target has the Charmed condition until the start of the infiltrator's next turn.
Spellcasting. The infiltraor casts one of the following spells, requiring no Verbal components, and using Wisdom as the spellcasting ability (spell save DC 15):
At Will: Detect Evil and Good, Detect Magic, Disguise Self, Find Traps, Guidance, Light, Thaumaturgy
2/Day Each: Blindness/Deafness, Calm Emotions, Charm Person, Command (level 2 version), Invisibility, Mirror Image, Pass Without Trace
1/Day Each: Blink, Dispel Magic, Feign Death, Hypnotic Pattern, Nondetection, Spirit Guardians
Cunning Action. The infiltrator takes the Dash, Disengage, or Hide action.
Invoke Duplicity (2/Day). The infiltrator creates an illusion of itself in an unoccupied space it can see within 30 feet. The illusion is intangible, doesn’t occupy its space, and lasts for 1 minute. The illusion ends early if the infiltrator dismisses it (no action required) or has the Incapacitated condition. The infiltrator can cast spells from the illusion's space, and can use this Bonus Action again to move the illusion up to 30 feet. Additionally, while the infiltrator and the illusion are within 5 feet of a creature that can see the illusion, the infiltrator has Advantage on attack rolls against that creature.
Mountebank's Magic (2/Day). The infiltrator casts Misty Step, Healing Word, or Spiritual Weapon, requiring no Verbal components, and using the same spellcasting ability as Spellcasting.
Trickster's Blessing. The infiltrator targets a willing creature it can see within 30 feet. The creature gains Advantage on Dexterity (Stealth) checks until it finishes a Long Rest or the infiltrator uses this Bonus Action again.
Vexing Attacker. Constitution Saving Throw: DC 15, one creature the infiltrator has hit with an attack roll in the last turn. Failure: The target has Disadvantage on the next attack roll it makes.
Parry. Trigger: The infiltrator is hit by a melee attack roll while holding a weapon. Response: The infiltrator adds 4 to its AC against that attack, possibly causing it to miss.
Uncanny Dodge. Trigger: The infiltrator is hit by an attack roll. Response: The infiltrator halves the damage (round down) it takes from that attack.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/22/2025 4:55:42 PM
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12
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3
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Coming Soon
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7/22/2025 8:10:26 PM
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18
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1
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Coming Soon
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