Base Class: Rogue
Rogues are already great stealthers, reeking havoc upon enemies and distracting them, or catching those who broke away from the group. But, what if the approach was a little bit different?
Infiltrators are Rogues who take lessons in Martial Arts, using their physique as a way to disable opponents on the battlefield in other ways besides damage or poisons, and preferring a more hands-on approach.
Clinch Strike
Starting at level 3, you gain the following benefits while you aren’t wearing heavy armor or wielding a shield:
- Your damage die for your unarmed strikes and natural weapons increases to 1d4 (1d6 at 6th lvl, 1d8 at 11th lvl, 1d10 at 16th), and you can apply your Sneak Attack damage when you hit with an unarmed strike even if it doesn’t have the finesse property.
- You don’t need advantage on your attack roll to use your Sneak Attack if the target of your Sneak Attack is a creature grappled by you. All the other rules for the Sneak Attack class feature still apply to you.
- You can use the bonus action granted by your Cunning Action to make an Unarmed Strike or a Grapple attempt on your turn.
Skilled Grappler
When you hit a creature grappled by you with an unarmed strike and deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a grappling technique.
Your grappling techniques require your target to make a saving throw to resist the grappling technique’s effects. The saving throw DC is calculated as follows:
Grapple Technique save DC = 8 + your proficiency bonus + your Strength Modifier.
Constrict Technique
You attempt to choke the target into unconsciousness. The target must make a Constitution saving throw or be restrained until the end of your following turn. If you maintain this technique for 1 minute, the target falls unconscious for 1 hour. Constructs and Undead can not be knocked unconscious in this way.
Disarm Technique
You attempt to disarm a weapon or other object the target is holding. The target must make a Strength saving throw. On a failed save, it releases the object. If you have a free hand, you can catch the object without any additional actions. Otherwise, it lands at your feet.
Hip Toss Technique
You attempt to throw your target to the ground. The target must make a Dexterity saving throw. On a failed save, the target is pushed 5 feet in a direction of your choice and knocked prone until the start of your next turn. This ends the grapple.
Human Shield
Upon reaching 9th level, moving a grappled creature the same size as you or smaller no longer halves your speed, and when a creature grappled by you would grant you half cover, you instead have three-quarters cover. Additionally, when you are hit by an attack while grappling a creature, you can use your reaction to force that attack to instead hit the grappled creature.
Kiss the Wall
Starting at 13th level, when you roll a 1 or 2 on a Sneak Attack damage die for an unarmed strike you make against a creature grappled by you, you can reroll them once, keeping the result if they are still 1 or 2.
Neck Snap
At 17th level you learn an additional action. As an action, you can force a creature grappled by you to make a Constitution saving throw. On a failed save, if the creature has 100 hit points or fewer, it dies. If the target has more than 100 hit points, it immediately takes 10d10 damage. The damage type is unspecified, and can’t be reduced.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Comments