Level 10 Infiltrator

Prodecdural Memory

You have acquired a very particular set of skills over a very long career. Said skills are essential to be steadfast in your craft and should never be up to chance. Starting at 1st level, you can re-roll undesirable d20 results you make. You gain as many uses of procedural memory as your Wisdom modifier + your proficiency bonus. You recover spent uses after you finish a short or long rest.   You can re-roll as many times as you wish in response to a single bad roll until you accept a result or run out of uses of procedural memory.   When you use procedural memory, that roll (whether it be a skill check, ability check, saving throw, or attack roll) is also counted as having advantage. You cannot use procedural memory if you have disadvantage. If you already have advantage, you still only get to re-roll one die result.

Leet

Starting at 1st level, anytime you have advantage on an attack roll, the target of your attack has disadvantage on attack rolls against you until the beginning of your next turn.

Intended Target

Starting at 1st level, you can dispatch enemies with extreme prejudice. Once per turn, if you hit on an attack you have advantage on, you double your weapon’s base damage dice (not any additional damage dice from class features or archetypes). The target must be within 20 feet of you.

Solid Skills

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.

Automatic

You gain two additional uses of Procedural Memory. You may only gain this once.

Pacification

Starting at 2nd 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 turn the attack into a critical hit.

Ghost

Starting at 5th level, you have advantage on initiative. 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.

Most Dangerous Prey

At 9th level, if using a one-handed small arm or melee weapon, you improve the damage of the weapon by one step (1d4 > 1d6 > 1d8 > 1d10 >1d12) when benefitting from cover, when attacking a surprised target, or if your attack roll had advantage.

Crippling Effect

Starting at 10th level, with onehanded melee weapons and onehanded small arms, you score a critical hit on a natural roll of 19 or 20

Efficient Killer

Once you have located your target, under no circumstances can it be allowed to survive. Alas, occasionally, a single strike isn’t enough, and you are forced to act more brutally. At 6th level, if you hit your target with a melee weapon or a ranged weapon at 20 feet or closer, you can repeat the same attack against the same target as part of the same action. This attack is counted separately from the previous, so any benefits do not carry over. If the additional attack hits, you can make a third attack as part of the same action.

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