Base Class: Fighter
The Shadow Infiltrator excels in the art of covert warfare, combining ranged proficiency with finesse in both melee and long-range combat. At its core, this class embodies the essence of precision and stealth. From the early levels, the Shadow Infiltrator gains proficiency in the Stealth skill and the ability to strike with advantage when unseen. A signature feature is the smoke bomb, a versatile tool that creates heavily obscured areas, granting advantage on Dexterity (Stealth) checks. Agile Maneuvers provide unmatched mobility in close-quarters, allowing the Infiltrator to seamlessly disengage and gain a temporary Armor Class boost. Tactical Assault at level 7 augments the Infiltrator's finesse with ranged and melee weapons, with additional benefits within the obscuring veil of the smoke bomb. The pinnacle of this class is reached at level 18 with the Shadowmeld Mastery, unlocking an aura of magical darkness, veiled strikes, and an empowering Eclipse Surge for devastating attacks. The Shadow Infiltrator is a class that thrives on strategy, ambushes, and precise strikes, making it an unparalleled force in the shadows
Shadow Tactics
At the 3rd Level you gain the following:
Proficiency in the Stealth skill is now second nature to you.
When you launch a ranged weapon attack against a creature within 30 feet, oblivious to your presence, you enjoy an advantage on the attack roll.
As an action, you can fashion and hurl a smoke bomb to a spot within 30 feet. The bomb detonates, enveloping a 10-foot radius in dense smoke. The obscurity lingers for 1 minute or until dispersed by a wind of moderate or greater speed. While within this smoke, you gain an advantage on Dexterity (Stealth) checks. This feature can be utilized a number of times equal to your Dexterity modifier (minimum of once), with replenished uses after a short or long rest.
Agile Maneuvers
At the 3rd Level you gain the following:
In the fray of close-quarters combat, your agility and finesse come to the forefront. When executing a finesse melee weapon attack against a creature within 5 feet, you can employ a bonus action for an Agile Maneuver.
Agile Maneuver: You can disengage from the target without expending any movement. Your movement also avoids provoking opportunity attacks from that creature until the end of your turn. Additionally, you gain a +1 bonus to your Armor Class until the start of your next turn.
Tactical Assault
At the 7th Level you gain the following:
Channeling your Dexterity modifier, you can apply it to both attack and damage rolls with finesse melee weapons, even when wielded with two hands.
Within a heavily obscured area created by your smoke bomb, you gain the following advantages:
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Ranged weapon attacks against creatures within the obscured area are made without disadvantage.
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Finesse melee weapon attacks against a creature within the obscured area are considered sneak attacks, dealing an extra 1d6 damage.
Deadly Ambusher
At the 10th Level you gain the following:
Once per turn, when landing a hit on a surprised creature with a ranged or finesse melee weapon attack, you can roll an additional damage die for the attack.
Masterful Precision Assault
At the 15th Level you gain the following:
Your precision mastery allows for seamless transitions between ranged and close-quarter combat. During the Attack action with a ranged weapon, you can unleash a Masterful Precision Assault.
Masterful Precision Assault: You gain a +3 bonus to the attack roll. If the attack hits, you can choose from the following options:
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Additional Ranged Attack: Make an extra ranged weapon attack against the same or a different target within range.
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Close-Quarter Maneuver: Forgo the additional ranged attack and instead execute a finesse melee weapon attack against a creature within 5 feet.
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Evasive Smoke Veil: As a bonus action, throw a specialized smoke bomb infused with evasive magic. The bomb creates a 10-foot radius heavily obscured area with an ethereal quality. Within this ethereal smoke, you have advantage on Dexterity (Stealth) checks and gain a +2 bonus to your AC against ranged attacks. The smoke persists for 1 minute or until dispersed by a wind of moderate or greater speed. This option can be used a number of times equal to your Dexterity modifier (minimum of once), with regained uses after a short or long rest.
Shadowmeld Mastery
At the 18th Level you gain the following:
At the pinnacle of your shadow-wielding prowess, you seamlessly meld with darkness, instilling fear in the hearts of your enemies.
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Shadowmeld Aura: Once per long rest, you can activate the Shadowmeld Aura as a bonus action. This aura bathes a 20-foot radius around you in magical darkness, heavily obscuring the area even to those with darkvision.
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Veiled Strikes: Within the Shadowmeld Aura, your attacks gain uncanny precision. Ranged attacks have advantage, and finesse melee attacks count as sneak attacks, dealing an additional 1d6 damage.
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Eclipse Surge: As part of the bonus action used to activate the Shadowmeld Aura, you can unleash an Eclipse Surge. This surge empowers your next attack, allowing it to ignore resistance and treat immunity as resistance for the purpose of damage dealt.
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