Infiltrator

The Infiltrator can break into places others wouldn’t dream of, find what they're looking for, and get back out again while eluding or evading anyone who would try to stop them. The Infiltrator is a master of stealth, breaking and entering, and second-story work. Many have connections to the criminal underworld, or at least know their way around the seedier parts of town.

An Infiltrator can be a cat burglar or a spy, or they may just have all the skills necessary to accomplish missions for whatever agency pays their salary.

* **Hit Dice:** 1d8
* **Armor:** Light armor, medium armor, shields
* **Weapons:** Simple weapons
* **Saving Throws:** Dexterity and one of Charisma, Intelligence, or Strength.
* **Skills:** Choose three from Acrobatics, Animal Handling, Athletics, History, Perception, Sleight of Hand, Stealth, and Survival

## FAST MOVEMENT

Your base movement speed increases by 5 feet. At 7th level, this speed bonus increases to 10 feet. At 13th level, this speed bonus increases to 15 feet.

## EVASIVE FOOTWORK

Opportunity attacks against you are made with disadvantage.

## ADVANCED INFILTRATOR

At 2nd level, you gain features and again at 6th, 10th, 14th, and 18th level. *[See: Advanced Infiltrator]*

## CUNNING ACTION

Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, Hide, or Ready action.

## REDIRECT ATTACK

At 3rd level, when a creature misses you with an attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice within 5 feet of you with disadvantage.

## ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.

## EXTRA ATTACK

Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

## UNCANNY DODGE

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

## DODGE ROLL

Beginning at 7th level, when a creature attempts an attack against you which misses, or you succeed on a Dexterity saving throw, you can move up to half your speed as a reaction. This movement doesn’t provoke opportunity attacks.

## INSTINCTIVE REACTION

Beginning at 9th level, your reflexes are honed to a fine point. You add your proficiency bonus to your initiative rolls. In addition, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.

Additionally, you can use your bonus action to focus on reacting to changes on the battlefield, allowing you to take two reactions this round instead of one. When you do so, you may immediately take the Ready action as part of the same bonus action.

## QUICK RECOVERY

You're well-practiced at righting yourself when you are off-kilter. Starting at 9th level, when you are prone you can stand up by spending 5 feet of movement rather than half of your speed.

Additionally, when you make an ability check, attack roll, or saving throw, you with disadvantage, you can cancel the disadvantage on the roll. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest.

## EVASION

Beginning at 11th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

## RAPID STRIKE

Starting at 13th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

## OPPORTUNIST

Starting at 15th level, when an ally is within 5 feet of an opponent, and the ally hits the target with an attack, you can make an attack against that opponent as a reaction.

## ELUSIVE

Beginning at 17th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

## IMPROVED REDIRECT ATTACK

Beginning at 17th level, when you use your Redirect Attack feature, the attack no longer has disadvantage.

## INCREDIBLE REFLEXES

When you reach 20th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.