Infiltrator

*Infiltrators go where no one else can, deep behind enemy lines, avoiding eyes, ears, and sensors. They’re an intelligence operative with specialties in counterterrorism, espionage, and assassination. An Infiltrator's strengths lie in their ability to avoid either capture or the crosshairs of enemy weapons. After making a killing blow, they're able to break off and vanish into the shadows. Even they're kills can go without notice.*

## Class Features

As an infiltrator, you gain the following class features.

### Hit Points

**Hit Dice:** 1d8 per infiltrator level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per infiltrator level after 1st

### Proficiencies

**Armor**: Light armor
**Weapons**: Simple weapons, Heavy Pistols, and SMGs
**Tools**: Disguise kit or Poisoner's kit (select one), all ground vehicles and aircraft
**Saving Throw**: Dexterity, Wisdom
**Skills**: Stealth plus three from Acrobatics, Athletics, Deception, Electronics, Engineering, History, Insight, Intimidation, Perception, Persuasion, and Sleight of Hand.

### Tactical Cloak

Beginning at 1st level, as an action, you can activate your tactical cloak, becoming invisible. Tactical cloak lasts 1 minute or until you make an attack.

Once you have used tactical cloak the maximum number of times for your Infiltrator level, you must finish a short rest before you can use it again. You may use tactical cloak 2 times at 1st level, 3 at 3rd, 4 at 6th, and 5 at 9th.

### Intended Target

Starting at 1st level, you can dispatch enemies with extreme prejudice. Once per turn, if you hit with an attack you have advantage on, you can turn that attack into a critical hit. The target must be within 20 feet of you.

### Infiltrator Skills

At 1st level, you gain an additional skill that enables you to accomplish your mission successfully. You gain an additional skill at 3rd, 6th, and 9th level.

* **Around Corners.** As long as you are not deaf, you are aware of the location of any hidden or invisible creatures within 10 feet of you.
* **Enhanced Camouflage.** When benefitting from half cover, it is treated as three-quarters cover. When benefitting from three-quarters cover, it is treated as total cover.
* **Focus.** The range of Intended Target increases to 40 feet.
* **Following Patterns.** You reduce the Passive Perception of all enemies you encounter by 2.
* **Increased Pacification.** When using Pacification, increase gained damage dice by one.
* **Multi-Talented.** You gain proficiency in either one skill or one tool of your choice. If you select a skill or tool you already possess proficiency in, your proficiency bonus is doubled for that skill or tool.
* **Quickness.** If enemies within 50 feet of you can’t see you, you gain a +5 foot bonus to speed.
* **Readiness.** If you ready an Attack action to trigger when a specific enemy gets within 20 feet or reveals itself, you have advantage on the attack.
* **Reflex Dash.** If an enemy hits you, you gain a +10 foot bonus to speed until the end of your next turn.
* **Response.** If an enemy within 40 feet of you misses on an attack against you, you have advantage on your next attack against that same enemy.
* **Scanner.** You can Search with a bonus action.
* **Sprung.** You can stand from prone using only 5 feet of movement. You do not suffer disadvantage with one-handed firearms while prone.

### Pacification

Starting at 3rd level, you can concentrate all your energy into ensuring a clean kill, even to the risk of your own personal safety. Instead of using your Hit Dice to recover hit points, you can expend one during an attack action after hitting to double all damage dice.

### Ghost

Starting at 6th level, you have advantage on initiative rolls. If you act first after rolling initiative, you gain one additional action on your first turn and have advantage on attack rolls until the end of that turn.

### Crippling Effect

Starting at 9th level, with one-handed melee weapons and one-handed firearms, you score a critical hit on a natural roll of 19 or 20. You also triple all damage dice instead of double.