Rogue
Base Class: Rogue

While an Assassin relies upon stealth and fast movements to slay their targets, the Infiltrator wears the faces of the enemies allies, damaging the alliances of their foes, and quietly killing off their targets all while under a disguise.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and forgery tools.

Masked Appearance

Starting at 3rd level, you can hide in plain sight, wearing the faces of those closest to your target. You can take the Hide action while not in cover if you are disguised as the target's ally. Instead of using Stealth for these rolls, you may use Deception or Performace. In addition, you may cast the spell Sanctuary at will, using Charisma as your spellcasting modifier and lasting 8 hours without concentration. If a creature saves against the spell, or you attack a creature while under the effects of the spell, they are immune to the effects of the spell for 1 hour.

Sudden Betrayal

Starting at 9th level, when Hidden using Masked Appearance's ability to Hide while disguised as an ally, you may make a single, especially lethal strike against an opponent. Once per combat, one attack of yours which can use Sneak Attack is made with advantage. If the attack hits, the damage that the target takes is doubled.

Deceitful Words

At 13th level, you gain the ability to manipulate a creature by simply talking to it. After talking to a creature that understands you and is listening to you for a minute, you may make a Charisma (Persuasion or Charisma) check against the target's Wisdom (Insight). If you succeed, you may cause one of the following effects:

  • The creature becomes Charmed by a target of your choice for 1 hour. This ends if you or the target the creature is Charmed by damages the creature.
  • The creature becomes Frightened by a target of your choice for 1 hour. This ends if you damage the creature.
  • The creature's relationship with a target of your choice increases by an amount the DM chooses.
  • The creature's relationship with a target of your choice decreases by an amount the DM chooses.

Incapacitating Strike

Starting at 17th level, you become a professional capable of incapacitating foes. When you attack and hit a creature with Sudden Betrayal, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the creature is Incapacitated for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect upon a success.

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