Base Class: Fighter
A warrior without a body, the Infiltrator is a being of pure spirit who fights by possessing the bodies of those around them, both living and dead. They rely on their incorporeal nature to inhabit new forms, but they must adapt to the physical capabilities of their host. Although capable of jumping from body to body, they are not immortal—if the body they inhabit perishes, so do they.
Level 3: Hostile Takeover
- Action: As an action, you can release your spirit from your current body and attempt to take control of another creature’s body within 30 feet. The target body must either be at 0 hit points or deceased (within the last 10 days).
Upon successfully possession of the new body:- Stat Rolls: You must roll for the new body’s physical stats (Strength, Dexterity, and Constitution) using 1d20 + proficiency bonus for each stat.
- Hit Points: The new body’s hit points are rolled upon possession using 1d10 per Fighter level + the new body’s Constitution modifier.
- Species and Features: You do not automatically inherit racial bonuses, resistances, or traits of the new body unless the DM rules otherwise. You retain your original mental stats (Intelligence, Wisdom, Charisma).
- Limitation: You cannot possess a creature with a CR higher than your Fighter level.
Level 7: Forceful Personality
Reaction: As a reaction to a creature within 30 feet making an attack, you can attempt to briefly possess its body to disrupt the attack. The attacker must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).
- On a failed save: The attacker is momentarily distracted trying to fight off your possession, giving them disadvantage on the attack roll.
- On a successful save: The attacker resists your attempt, and the attack proceeds as normal.
- You can use this feature once per short rest.
Level 10: Sacrificial Lamb
- Action: As an action, you can order your current body to make a reckless, suicidal attack before you abandon it. You make an attack roll with advantage. After the attack resolves, you use your bonus action to immediately leap into a nearby unoccupied body within 30 feet that meets the criteria of Hostile Takeover.
- Usage: You can use this feature a number of times equal to your proficiency bonus (minimum of once), and you regain all expended uses when you finish a long rest.
Shunted Possession
Action: As an action, you can attempt to take control of an enemy’s body for one turn. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).
- On a failed save: You possess their body for one turn, allowing you to take actions, bonus actions, and movement as the possessed creature. During this time, your original body is incapacitated.
- On a successful save: You are shunted back to your original body and stunned until the start of your next turn.
- You can use this feature once per short rest.
Dual Possession
Action: You gain the ability to temporarily possess two bodies at once. As an action, you can possess a second body while still controlling your original one. You can remain in both bodies for up to 1 minute.
- Shared Resources: Both bodies share the same hit point pool and class resources (e.g., if one body uses Action Surge, the other cannot also use it).
- Coordination: Each body can take its own turn but cannot move more than 30 feet away from the other. If one body dies, you are forced back into the surviving body and suffer exhaustion.
- Usage: You can use this feature once per long rest.