Age of Orion
HB Class BF Infiltrator
Infiltrators range from spies to ninja, covert assassins to resourceful individuals. They tend to work best alone, but their skills can supplement any group.
|Level||Proficeincy||Renown||Edge Points||Class Features|
|1||+2||0||2||Situational Awareness, Edge|
|3||+2||0||4||Leave no Trace, Sleeper Hold|
|4||+2||0||5||Ability Score Improvement|
As an Infiltrator, you gain the following class features.
Hit Dice: 1d6 per Infiltrator level.
Hit Points at 1st Level: 6 + your Constitution modifier.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Infiltrator level after 1st.
Armor: Light armor.
Weapons: Simple weapons, select one weapon.
Tools: Lockpick set and one of the following: Forgery Kit or Disguise Kit.
Saving Throws: Intelligence, Dexterity.
Skills: Choose Three from Acrobatics, Athletics, Perception, Slight of Hand, Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
* (a) A Kit you’re proficient with or (b) a set of Formal Wear clothing
* A simple weapon
The Infiltrator has a sharp eye for any situation that get into. When entering a room the Infiltrator rolls with Advantage on Perception checks to detect and hidden enemies, threats, alarms, surveillance equipment, escape routes, and any expensive items in the room. This translates into a + 5 to Passive Perception.
The Infiltrator has the ability to keep their advantage as long as they haven’t been discovered, from stealth infiltration to social, as long as people don’t know they’re being played the Infiltrator can use their Edge to maintain control of a situation. Edge can also be used by the Infiltrator during a surprise round if the Infiltrator can act during the surprise round.
The Infiltrator has a pool of Edge points, which they recover at the end of a long rest. Edge by default can only be used as long as the Infiltrator hasn’t been detected or discovered. The infiltrator can spend Edge in a number of ways.
- (1) Cat Like Grace: Double the Infiltrators Dexterity Bonus to a Dexterity Check or Save, after you know you’ve failed.
- (1) Careful Aim: Re-roll an attack roll after it’s failed. Edge can only be spent this way once per attack.
- (1) Heightened Reactions: Gain a + 10 to Initiative roll.
At 2nd level, the Infiltrator selects a infiltration specialization.
Leave no Trace
At 3rd level, the Infiltrator becomes an expert at leaving no clues behind. Spend a point of Edge to increase the DC for Investigation and Survival checks to determine what the Infiltrator has done in an area or to track the Infiltrator by the Infiltrators Proficiency Bonus + Dexterity Bonus.
At 3rd level, the Infiltrator gains the ability to disable opponents they can get a hold of. Any creature the Infiltrator grapples is silenced, they can not speak or cast spells with verbal components until they break the Infiltrators grapple. The Infiltrator can spend an action making a single unarmed melee attack against a target they have grappled, instead of rolling against AC roll against their Constitution Score, on a success the creature is rendered unconscious for 2d6 minutes or until damaged.
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.
Social Infiltration expert.
The Infiltrator can use Edge in social situations, as long as people haven’t discovered the Infiltrator. The Infiltrator can use edge if a person has discovered them only if they’re considered an ally. Extra uses for Edge are listed below.
- (1) Force of Personality: Double the Infiltrators Charisma Modifier to a Charisma Check or Save, after you know you’ve failed.
- (1) Disguise Edge: When the Infiltrator rolls a disguise check, if they roll a 9 or below, treat it as a ten.
- (1) Insight Edge: When the Infiltrator rolls an insight check, if they roll a 9 or below, treat it as a ten.
at 2nd level, the Infiltrator gains the ability to start calling on favors from contacts they know who could help them with a case. Contacts can range from informants, to government workers, reporters to police officers, but can be anyone who can provide information or a favor to help the Infiltrator.
The Contact will never enter the field and requires things to be brought to them, they understand that the infiltrators work is dangerous and are willing to bend the rules for them. However a contact can be called upon to perform a skill check for the infiltrator, some may demand compensation if the request is illegal, short notice, or expensive to perform. Contacts are willing to perform their service once, after which they expect to be compensated at a greater price if called upon again with in a week. After a week has passed they’re happy to provide their service again at the normal price.
Low Tier: 3 + Infiltrators Proficiency bonus to the roll with Advantage.
Mid Tier: 6 + Infiltrators Proficiency bonus to the roll with Advantage.
High Tier: 10 + Infiltrators Proficiency bonus to the roll with Advantage.
At 5th level, the Infiltrator becomes an expert in social situations. Select two of the following skills or tools to gain Expertise in: Deception, Insight, Intimidate, Persuasion, Slight of Hand, Disguise Kit, Thieves Tools, Forgery Kit. Expertise lets you double your proficiency bonus for those types of skill or tool checks.
At 5th level the Infiltrator gains the ability to create and maintain an alias. This alias is a combination of Name, Background, and relations. The alias also has it’s own Renown score, which is equal to half your Infiltrator level rounded up. When someone tries to identify the infiltrator with a renown check, they roll against the alias first, and only if they fair that first roll, can they then roll against the Infiltrators actual renown to identify them.
Creating an Alias takes 7 days and $5,000, as the Infiltrator acquires clothing, official looking certifications, and establish themselves in an area. The Infiltrator may have a background that can cover the cost or allow them to create the alias as part of their job, a Military Background for example would let the Infiltrator create the alias using work time, however it also means that their alias is known to those related to the Infiltrators background. That same Military Background that funded the alias, also can tract that alias and knows the real person behind the name.
Magic Infiltration Expert
Arcane Spell Casting
At 2nd level, the Infiltrator gains the ability to cast using Arcane spells. Use the Magic Infiltrator spell list. The Infiltrator uses Intelligence as it’s casting stat.
Spell Saving Throw: 8 + Proficiency Bonus + Intelligence Modifier
Spell Attack: Proficiency Bonus + Intelligence Modifier
At 2nd level, the Infiltrator gains proficiency with Computers, allowing them to Hack into Magi-tech systems.
At 2nd level, the Infiltrator gains the ability to use Edge to enhance their magic. The Infiltrator can the following Edge options at any time, the previous restrictions on Edge usage still apply to the previous options.
- (1) Silent Spell: Cast a spell, replacing any verbal components with somatic components.
- (1) Realistic Illusion: Set the Investigation DC for an Illusion spell you cast to 8 + double your proficiency + double your Intelligence modifier for the entire duration.
- (1-5) Weave Recharge: As a bonus action you can regain a spell slot equal to the number of Edge you spend.
At 5th level, the Infiltrator’s Weave Imprint lessens on the world. When casting spells, you leave a Weave imprint one category lower than you normally would. You impose disadvantage on those trying to track you via your Weave Imprint.
Finally, the Infiltrator can spend a point of Edge in a new way, the following options can be used at any time.
- (1) Fade: As a bonus action, become invisible for a minute, or until the Infiltrator moves or is forced to move.
At 2nd level, the Infiltrator gains the ability to use improvised tools as proper tool kits, gaining full Proficiency from improvised tools. The Infiltrator gains a Climb Speed of 30 feet.
The Infiltrator becomes proficient with improvised weapons, dealing 1d6 damage with an improvised weapon, adding Strength or Dexterity modifier depending on the improvised weapon.
At 2nd level, the infiltrator selects four weapons to gain proficiency with, they may be exotic.
At 2nd level, the Infiltrator gains the ability to use their edge in combat situations. The Infiltrator can the following Edge options in combat, the previous restrictions on Edge usage still apply to the previous options. For example, you can use Edge to reroll an attack roll during a surprise round, but you can’t use it once the surprise round ends.
- (1) Extreme Effort: Double the Infiltrators Strength or Dexterity Bonus to an Attack Roll, after you know you’ve failed.
- (1) Target Weak point: Add your proficiency bonus worth of d6 in extra weapon damage to a single attack, after the attack hits.
- (1) Quick Hold: As a Bonus Action, take an attack action where you can only make grapple attacks.
Beginning at 5th level, the Infiltrator can attack twice, instead of once, whenever they take the Attack action on their turn.
At 5th level, the Infiltrator gains the ability to launch multiple thrown weapons during a single attack. The Infiltrator can hold up to four of the listed thrown weapons in a hand. Making melee attacks with a hand holding more than one weapon attacks with disadvantage, while ranged attacks are unaffected. As part of an attack action the Infiltrator can take disadvantage and launch up to four of listed thrown weapons. For each extra thrown weapon used, add that weapons damage to the dice roll. Include the dexterity bonus once. You can draw up to four of the listed weapons as an item interaction.
Thrown Weapons List: Daggers, Darts, or Shuriken (1d4 damage, Thrown (20/60)).