INFILTRATOR
INFILTRATOR
Infiltrators move with silent precision. Cold and calculated, they are able to deal large amounts of damage to single targets or small groups of enemies. Known to take down enemies and make their escape, before the comrades of the fallen even realizes they are down.
SILENT STRIKE
At 3rd level, when scoring a successful sneak attack, roll an additional 1d6 damage. If done with a bladed weapon or a silenced firearm, you get advantage on the stealth roll to see if nearby enemies hear.
LIVING SHADOW
At 5th level, you gain an unnatural understanding of light and its interaction with the universe around you. In darkness or dim light, Infiltrators gain advantage when rolling for stealth, evasion, and escape actions.
DEADLY
At 7th level, when attacking out of stealth, both your silent strike and sneak attack dice are now d8's instead of d6's.
AMBUSH
Starting at 9th level, you can choose to roll stealth checks which allow you to hide on your first turn, while you calculate your plan of action. On your second turn, you reveal yourself and attack multiple targets. You are guaranteed 2 attacks, each with your sneak attack bonus. Should each hit, you are granted a 3rd attack without any bonuses apart from your base modifiers and proficiency. If all hits are scored, a 4th is then rolled, however it is done so with disadvantage, so choosing targets in the correct order must be considered carefully.
DOUBLE TAP
At 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution or Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, you auto crit and the damage is double. If a natural crit is scored, your damage is tripled. This is added up after your silent strike and sneak attack bonuses should you choose to use them. Can only be used on a single target, the opening round of combat.