| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 20 | +5 | +9 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +6 |
| WIS | 16 | +3 | +3 |
| CHA | 11 | +0 | +0 |
Integrated Protection. The infiltrator’s body provides its AC and cannot be affected by heat or cold.
Warforged Resilience. The infiltrator has advantage on saving throws against being poisoned and doesn't need to eat, drink, or breathe.
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.
Multiattack. The infiltrator makes two attacks, using Shortsword or Hand Crossbow in any combination.
Shortsword. Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d6 + 5) Piercing damage plus 10 (3d6) Poison damage.
Light Crossbow. Ranged Attack Roll: +9, range 30/120 ft. Hit: 8 (1d6 + 5) Piercing damage .
Sneak Attack (1/Turn). The infiltrator deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator that isn't incapacitated and the infiltrator doesn't have disadvantage on the attack roll.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/24/2026 12:14:17 AM
|
4
|
1
|
1
|
Coming Soon
|
Comments