Infiltrator

The infiltrator has the ability to fit in anywhere, filling whatever role necessary in order to get close to those the Order has interest in. Once they have insinuated themselves into a position of trust, they can use that position to influence the target. Bargaining, bribery, blackmail, or threats, the method matters little so long as it succeeds.

Infiltrator

Medium humanoid (any race), neutral
Armor Class 13 (studded leather armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 13 (+1) 16 (+3) 15 (+2) 16 (+3)

Skills Deception +5, Disguise +5, Investigation +5, Perception +4, plus any two skills
Senses passive Perception 14
Languages any three languages
Challenge 3 (700 XP)

Knowledge Charm. The infiltrator carries a charm carved from a shard of the Emerald Tablets. The infiltrator gains proficiency in any two skills and fluency in a single language. These last until the charm is lost or destroyed or until the infiltrator performs a 10-minute ritual to change the bonuses provided by the charm.

Spellcasting. The infiltrator is a 4th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 15, +5 to hit with spell attacks). The infiltrator has the following wizard spells prepared:
Cantrips (at will): light, message, minor illusion
1st level (4 slots): charm person, expeditious retreat, illusory script, sleep
2nd level (3 slots): detect thoughts, invisibility, suggestion

Actions

Multiattack. The infiltrator makes two shortsword attacks or two crossbow attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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