The Infiltraitor


Infiltrators come in many guises, such as spies, moles, special forces operatives, and secret agents. Infiltrators specialize in secretly penetrating enemy strongholds or organizations and carrying out their missions from within.


Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your Security Tools or Lockpick Kit to disarm a trap or open a lock, or take the Use an Object action.When you perform one of these actions, you do so with advantage. in addition, You can also reload as a bonus action instead of an action, a Furthermore, your steady hands have unnatural precision, you can critical hit on an attack roll of 19-20.

Second-Story Work 

When you choose this archetype at 3rd level, you gain the ability to climb and move faster than normal. You gain a climbing speed equal to your walking speed. In addition, you can jump twice your normal jump distance.

Stealth & Vanish 

Starting at 9th level, while in dim light or darkness, you can use a Bonus Action to Vanish. While in dimlight or darkness, you are considered invisible. This invisibilty breaks if you are in bright light, make and attack or use a force power. In addition, creatures that have darkvision still treat you as if you were in darkness while your in darkness..

Night Assailant 

By 13th level, while you are hidden, if you hit a creature with your sneak attack damage, That creature must make a Perception check against your Passive Stealth. If it rolls below, that creature doesn't know your location. Otherwise it does.


When you reach 17th level, you have faced enough of everything there is to offer. You can craft a unique item that is only able to be used by you. It costs 1,000 credits and 8 hours to craft. You can only have one of these at a time. The tool acts in place of other tools for infiltration such as Security, Slicing, Demolition and Lockpicking. You are considered proficient when making these checks.