The Infiltrator Sub-class for the Rogue

Swift Infiltration

When you choose this archetype at level 3 you begin training in a secretitve fighting style focused on infiltration, dirty tricks, and maneouverability.

You gain a climbing speed of 30ft and you only need to move 5ft to benefit from a running jump. In addition, you may use your cunning action to throw the grappling hook.

Using a Grappling Hook

A grappling hook can be attached to a length of rope and thrown in order to fix the rope to a surface. The grappling hook and rope can be thrown up to 50ft using either a Strength (athletics) or Dexterity (acrobatics) skill check. The DC is set by DM and is determined by the difficulty for the grappling hook to attach and the length of the throw. Refer to the Phb. page 171 for the DC on skill checks. As an example; a 20ft normal stone wall may be an easy check whereas a 50ft smooth stone wall may be considered very hard.

Dirty Fighting

Furthermore, at level 3 your focus on dirty fighting allows you to do the unexpected and catch an opponent off-guard. You may make a Shove attempt using your cunning action.

Tools of the Wily

At 9th level you have learnt to create several sophisticated explosive devices.

During a long rest you may create a total of 3 pellets. Due to the inherently volitile materials in these pellets their effect is applicable only within 12 hours of creation. You may create these in any combination and are not required to create three of only one type. As a bonus action you may throw one of these bombs up to 30ft.

Smoke bomb – The bomb explodes in a haze of smoke. You create a 15-foot-radius sphere of thick, black, smoke centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Flash bomb – The bomb explodes with a loud, blinding flash. All creatures within 5ft of a point within range has to make a Wisdom saving throw against your DC (8+ proficiency + Intelligence modifier) or be blinded and deafened until the start of your next turn.

Slippery bomb – The bomb explodes, spreading slick grease over a 15 foot square centered on a point within range, and turns the area into difficult terrain for 1 minute. When the bomb explodes, each creature standing in its area must succeed on a Dexterity saving throw (8+ proficiency + Intelligence modifier) or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Daring Escape

At the 13th level you have become a highly adept at fleet movement and quick getaways.

You take no fall damage for any fall up to 30ft. The damage for longer falls is 1d6 per 10ft beyond the initial 30ft.

In addition, by narrowing your focus and expanding great energy you are able to ignore difficult terrain. You also gain advantage on any ability checks made to maintain balance or leap forward. This focus can be maintained for up to 1 minute once per short rest.

Master of Misdirection

By level 17 you have masterered the art of misdirection.

As a reaction you may focus your ability to misdirect on one enemy within 30ft. This ability either forces an enemy to make one weapon attack with disadvantage, or give an ally advantage on a single weapon attack.