Trained in infiltration, espionage, and covert operations by the Firm, infiltrators excel at being completely untraceable agents of intrigue and subterfuge. Despite their vast array of skills, Infiltrators are primarily known for their proprietary Infiltration Rigs, nonmagical devices derived from gnomish tech, capable of an array of illusory, transformative, and technical effects.


Starting at 3rd level, you gain proficiency in the Data and Deception skills.

Infiltration Rig

Also at 3rd level, you build your own infiltration rig, which is an interface rig extended with gloves, a visor, and a range of additional functions. While you wear it, you gain the following benefits:

  • You can access arcane terminals, datapads, and ship computers from up to 30 feet away.
  • You have darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
  • You can use your action to detect the location of surveillance devices within 30 feet.
  • You can cast the spell disguise self once, and regain the ability to do so when you finish a long rest. At 9th level, you can cast the spell invisibility once, targeting only yourself, and regain the ability to do so when you finish a long rest. At 13th level, you regain the ability to cast these spells when you take a short or a long rest.

Your infiltration rig can only be used by you, and you can only have one rig at a time. Should your rig be lost or destroyed, you can create a new one with 24 hours of work and 100 gp worth of materials.

Spider Module

At 9th level, while wearing your infiltration rig, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.

Hacking Spike

Starting at 13th level, while wearing your infiltration rig, you gain advantage on all Intelligence (Data) checks made to disable security systems or to acquire sensitive data. Additionally, when you hit a construct with a Sneak Attack using a melee weapon, it must make a Wisdom saving throw (DC equals 8 + your proficiency modifier + your Intelligence modifier). On a failed save, the construct is stunned until the beginning of your next turn, even if it would otherwise be immune to being stunned.

Predator Module

Starting at 17th level, when you use your infiltration rig to cast invisibility, you can choose to cast greater invisibility instead.

Section 15: Copyright Notice

Dark Matter Copyright 2019, Mage Hand Press, LLC; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason Sinclair