Advanced Infiltrator

6th
 10th
 14th
 18th

## BONUS PROFICIENCIES

When you take this advanced class at 2nd level, you gain proficiency in your choice of hacking tools, thieves tools, mechanical tools, electrical tools, or disguise kits. Additionally, you gain proficiency in your choice of martial melee weapons or martial ranged weapons.

## SNEAK ATTACK

Beginning when you take this advanced class at 2nd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Infiltrator Features table.

## SWEEP

You know how to size up an area and get the lay of the land in a single sweep of the eyes, picking up details that others often miss.

Starting at 2nd level, you can use your bonus action to take the Search action.

Additionally, when you Search, you automatically learn the location of any obvious enemies, alarms and surveillance devices, traps, escape routes, and any expensive objects that are within 30 feet of you. Additionally, you learn if there are any hidden or invisible creatures within that radius, but not their location.

## IMPROVISED IMPLEMENTS

Often required to enter a situations without a weapon or tools, you have learned to make do with whatever you can find.

Beginning at 2nd level, you are proficient with improvised weapons, and your attacks with improvised weapons and unarmed strikes deal increased damage, as shown in the Infiltrator Features table. You can add your Dexterity modifier in place of your Strength modifier for attack and damage rolls with your unarmed strikes or improvised weapons, and attacks with them can trigger your Sneak Attack feature.

Additionally, if you don't currently possess a tool with which you are proficient, you can add half your proficiency bonus to any check which would normally gain a benefit from using any of those tools.

## THIEVES' CANT

Starting at 2nd level, you learn thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous, whether cameras is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

## EXPERTISE

At 6th level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

## SUDDEN RESPONSE

Beginning at 6th level, you've been spotted enough times to react accordingly. When a creature is alerted to your presence, you may immediately use your reaction to make an attack, move up to your speed or take the Hide action.

Once you use this ability, you cannot do so again until you finish a short or long rest.

## RELIABLE TALENT

By 10th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

## INFILTRATION EXPERTISE

Starting at 10th level, you can unfailingly create false identities for yourself. You must spend seven days and $250 to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading firm from a foreign country so you can insinuate yourself into the company of other corporate affiliates.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

## IRON MIND

By 14th level, your rigid training and discipline offers you some resistance to mental assaults. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

## ENGINEER

At 14th level, you understand how machines and electrical devices work and are able to improvise the use of many devices. You gain advantage on checks to use, disarm or repair electrical and mechanical devices.

Additionally, when you fail to deactivate a trap, explosive or alarm, you can use your reaction to avoid triggering the effect (activating the trap, detonate an explosive or trigger an alarm). Once you use this feature, you must finish a short or long rest before you can use it again.

## STROKE OF LUCK

At 18th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

## INSIDE-OUT

At 18th level, you know locations you have studied down to the smallest detail. After studying an area with a maximum size of 1 square for at least 1 hour, you learn the location of any obvious enemies, alarms, surveillance devices, traps, escape routes, and any expensive objects. Additionally, you learn two of the following details:

* **Access:** The method to get passed a particular physical barrier in the area. This may be the password to a door, where the key to the door is kept, or a short workaround through an unlocked window.
* **Danger:** The location of the greatest threat in the area studied. This may be the most well-equipped guards, a deadly trap or a hidden alarm. This information does not include a way to deal with the threat, however.
* **Equipment:** The location of helpful equipment you could access within the area. This may be a well-stocked armory that is left unlocked, or perhaps a small dead drop you've managed to organize.
* **Tech:** The location of any technological facilities that may be of use to you. This may include a surveillance room, networked computers, or a control facility for certain security features in the area.

Additionally, while you are in an area you have studied or are within 30 feet of a location where you have performed the Search action, you have advantage on initiative rolls provided you studied or searched the area no longer than 24 hours ago.