Infiltrator

Subclass of: Rogue

The Infiltrator Rogue is a master of stealth and investigation, seamlessly blending into the shadows and uncovering secrets. Their expertise allows them to support their allies, navigate secure locations, and strike from unseen positions. As they grow in power, their ability to manipulate darkness and evade capture becomes nearly supernatural, making them a formidable presence in any covert operation.

The Infiltrator Rogue is a master of stealth and investigation, seamlessly blending into the shadows and uncovering secrets. Their expertise allows them to support their allies, navigate secure locations, and strike from unseen positions. As they grow in power, their ability to manipulate darkness and evade capture becomes nearly supernatural, making them a formidable presence in any covert operation.

Infiltrator's Proficiency

At 3rd level, you gain proficiency in either the Stealth or Investigation skills. If you are already proficient in the chosen skill, you gain double proficiency. 

Additionally, you can use the Help action as a bonus action, but only to assist an ally in making a Stealth or Investigation check. At 10th level, you make make a second selection for the other proficiency.

Assassinate

At 3rd level, your movements are nearly silent. When you make a Stealth check, you can choose to treat a roll of 7 or lower on the d20 as an 8.

In addition, you can spend 1 minute studying a lock, trap, or similar mechanism. After doing so, you can attempt to pick the lock or disarm the trap with advantage.

*Note that we may have locks in our game with "grades" of difficulty scale that sometimes are too complex for your skill level. While this check may help, it does not negate the power difficulty of the lock*

Shadow's Step

Starting at 9th level, you gain the ability to move unseen through areas of darkness or dim light. You can use the Hide action as a bonus action, even if you are only lightly obscured. Additionally, while hidden from a creature, you have advantage on the first attack you make against it.

Veil of Shadows

Starting at 13th level, you can use the shadows to obscure your presence even further. As an action, you can create a 20-foot radius sphere of magical darkness centered on yourself. This darkness lasts for 10 minutes, or until you dismiss it as a bonus action, and it does not impair your own vision. Attacking while in this darkness grants advantage against creatures that can not determine your exact location.

While within this sphere, you have advantage on Dexterity (Stealth) checks and creatures that rely on sight have disadvantage on attack rolls against you. You can use this feature a number of times equal to your Dexterity modifier (minimum of once) per long rest.

Ghost Step

At 17th level, your ability to infiltrate and evade capture reaches its peak. You gain the ability to become incorporeal for a brief moment. As a bonus action, you can become ethereal until the end of your next turn. While ethereal, you can move through objects and creatures as if they were difficult terrain, and you are immune to all non-magical damage.

You can use this feature a number of times equal to your proficiency bonus per long rest.