Infiltrator Rogue, skilled in espionage and stealth. Gather crucial intel, shift conflicts, and sow discord as you blend into any setting. Infiltrators lead the way to strategic victories through silent whispers and concealed movements.
The Infiltrator Rogue is a deadly specter on the battlefield, skilled in various weapons and tactics. They rely on their intelligence and agility to escape danger and execute silent, efficient kills, maintaining the element of surprise crucial for their survival. Playing as an Infiltrator is exhilarating, seamlessly weaving through combat unseen.
The Infiltrator Rogue excels at observation and deduction, spotting subtle clues to unravel schemes. Their analytical skills are crucial for any mission, offering strategic advantages. If you enjoy stealth and intellect in gameplay, pick the Infiltrator Rogue for a vital role in your group's success.
At 1st level, You can see in darkness within 120 feet of you as if it were bright light. While in dim light, darkness, or behind your target your attacks and spells deal an additional (PM)d6 damage.
You gain 2 levels of proficiency in Technology and Precision skill checks.
At 3rd level, You can choose to deal non-lethal damage with any attack. When they reduce a target to 0 hit points, they can choose to render the target unconscious rather than killing them.
When you wake them they must be truthful with when asked one question.
At 6th level, Before you make an attack while behind your target, you can choose to take a -5 penalty to the attack roll. If the attack hits, add +(PM)d6 to its damage.
At 8th level, (Recharge 3-6) When you hit a creature from behind they must make a Fortitude saving throw against your Fighting DC or become paralyzed. Roll recharge after every hit.
At 11th level, (Recharge 6) When you make an attack roll, you can gain advantage on the attack. Roll recharge after the attack.
At 13th level, (Recharge 3-6) You can use your reaction to impose disadvantage on an enemy's attack roll against you or an ally within 5 feet. If the attack misses, the Rogue can make an opportunity attack against the attacker.
At 16th level, You can choose to deal non-lethal damage with any attack. When they reduce a target to 0 hit points, they can choose to render the target unconscious rather than killing them.
When you wake them they must be truthful with when asked one question.
At 18th level, When you critically strike a creature while behind them, you deal an additional 10d6. If you kill the target you are invisible until the start of your next turn.