Ranger
Base Class: Ranger

The infiltrator conclave specializes in getting into and out of locations and sticky situations.

Infiltraitor Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Infiltrator Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Infiltrator Spells
Ranger Level Spells

3rd

disguise self

5th

invisibility

9th

clairvoyance

13th

dimension door

17th

mislead

Bonus Proficiencies

At 3rd level, you gain proficiency in disguise kits and thieves' tools.

Hard to Pin Down

At 3rd level, your training has made it hard for others to pin you down. You gain advantage on Dexterity(Acrobatics) checks to avoid or slip out of grapples, and you gain advantage on saving throws to avoid stun or paralysis effects. Additionally, when you use your action to take the Dash action, you ignore rough terrain.

Wind Step

At 7th level, you can use your action to become invisible until the start of your next turn. While you are invisible you gain +10 to your movement Speed, you can use the Dash action as a bonus action, you can interact with a second object on your turn instead of just one, and you make no sound while moving. Moving past a creature creates the harmless sensory effect of a gentle breeze. 

You can use this ability a number of times equal to your proficiency modifier. You regain all expended uses after you finish a long rest.

Infiltration Expertiese

At 11th level, when you gain this feature you can choose one of two abilities to gain: 

In and Out

If you choose this ability when you pick up this feature you gain the following benefits:

  • You can double your proficiency bonus for checks related to your Thieves' Tools.
  • Moving quickly does not impose disadvantage on your stealth rolls, or affect others ability to detect you.
  • You gain advantage on avoiding traps that you have noticed.
  • You learn the Expeditious Retreat spell and it does not count towards the number of spells you know.

Master of Disguise

If you choose this ability when you pick up this feature you gain the following benefits:

  • You can double your proficiency bonus for checks related to your disguise kit.
  • You gain proficiency in the forgery kit; additionally you can double your proficiency in checks related to forging a new identity, or forging identifications such as a passport or invitations.
  • You gain proficiency in the deception skill. If you already have this proficiency you can instead double your proficiency in it, provided you aren't already benefiting from a similar effect.
  • If you spend at least 1 minute hearing an individual speak in a language you know, you can unerringly mimic that individual, or pass yourself off as a native speaker of their accent/dialect. 
  • When you cast disguise self, you can cast it without using verbal components and you can double the duration of the spell. 

Master Infiltraitor

At 15th level, when you gain this feature you can choose one of two abilities to gain: 

Apparent non Threat

If you select this ability when you gain this feature, a thin veil of subtle magic swirls around you that masks your true threat level. Whenever you roll initiative you automatically gain the effects of the sanctuary spell, using your spellcasting DC, as you make others perceive you as a lesser threat. While you are under the effects of sanctuary, from this ability, the first attack you make that ends the spell deals an additional 2D8 force damage if it hits.

The thin vail also passively makes it harder for creatures to remember or gauge details about you. A creature has disadvantage on any Intelligence(History) checks, for remembering details about you or things you may have said. They also have disadvantage on all Wisdom(Insight) checks against you. You can choose creatures to be immune to this effect or apply to them at will.

Finally if you are targeted for an attack, and are within 5ft of a creature that is also hostile to the attacker, you can use your reaction to put yourself under the effects of sanctuary until the end of the attacking creature's current turn. 

Unnoticed

If you choose this option when you gain this feature you passively exude a magic that makes it harder for others to notice you, by imposing disadvantage on Wisdom(perception) checks for all creatures trying to perceive you.

Additionally if at the start of your turn you were not the target for a attack or spell from an enemy since the end of your last turn, you can add 1D4 to the next attack roll you make this turn.

Previous Versions

Name Date Modified Views Adds Version Actions
9/11/2020 5:31:40 PM
0
1
1.0
Coming Soon
2/4/2021 7:52:21 PM
4
3
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes