Path of Infiltration

To barbarians who follow the Path of Infiltration, rage does not mean battle cries and violent screams. Instead, it means deafening silence and uncertain shadows. These infiltrators breathe in sound and light and hold it within, suppressing it as they lay waste to enemies, doors, and any other barriers between them and their goal.

At your option, you can pick from or roll on the Infiltration Barbarian Quirks table to create a quirk for your character.

Infiltration Barbarian Quirks
d6 Quirk
1 Your eyes are pitch black.
2 You get headaches from bright light and loud noises.
3 You often wake up screaming, but make no noise when you do.
4 Your blood is black and quickly evaporates into shadowy mist.
5 You have a habit of unintentionally sneaking up on people.
6 You rarely talk, preferring to write or gesture instead.

Breaking and Entering

3rd-level Path of Infiltration feature

You become adept at finding a way past nearly any obstacle:

  • You deal double damage to objects.
  • You can use a bonus action on each of your turns to make a single weapon attack against an object that isn’t being worn or carried.
  • While you are raging, your rage doesn’t end early as long as you end your turn in dim light or darkness.

Silent Rage

3rd-level Path of Infiltration feature

Whenever you enter a rage, you can inhale light and sound to create a magical aura of silence and shadow. The aura extends 10 feet from you in every direction, but not through total cover. Your aura lasts until you dismiss it as a bonus action or your rage ends.

Your aura acts as the areas of both a silence spell and of a pass without trace spell. You can still use your Danger Sense even while you are deafened by your aura. If you are targeted by a dispel magic spell, your aura counts as a spell with a level equal to half your barbarian level.

Improved Infiltration

6th-level Path of Infiltration feature

Whenever you hit an object with an attack, the hit is a critical hit. In addition, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Traceless Intruder

10th-level Path of Infiltration feature

While you’re raging, you are under the effects of a nondetection spell, and whenever you would trigger an abjuration spell, such as by walking through the area of an alarm or glyph of warding, you can make a Constitution saving throw (DC 10 + the spell’s level). On a successful save, the spell isn’t triggered. Additionally, while you benefit from your Danger Sense, the damage you take from traps is halved. This includes magical traps, such as the glyph of warding or symbol spells.

Stride of Shadows

14th-level Path of Infiltration feature

As an action on your turn, you can take on an incorporeal, shadowy form. Until the end of the turn, you can move through creatures and objects as if they were difficult terrain. If you occupy the same spot as a solid object or creature when the turn ends, you are immediately shunted to the nearest unoccupied space and take 1d10 force damage for every 5 feet you are moved. If you take this action while raging, your rage doesn’t end early at the end of the turn.

Section 15: Copyright Notice

The Crystal Tiefling Copyright 2022 Logan Laidlaw Author Logan Laidlaw.

This is not the complete section 15 entry - see the full license for this page