Base Class: Rogue
An ungodly hunter arrives to a new hunting ground, and witnesses the abundance of prey. The world will shake at his bloodthirst, and the soil will be stuffed full of the corpses he rends.
A Predator is a rogue that has abandoned most ethical codes and embraced a barbaric, yet elegant thirst for the hunt. They are skilled trackers, stalkers, assassins and outlaws.
Most Predators get their power from arduous training that often sacrifices their own body in order to rebuild it into a stronger vessel. This sharpens their mind and atrophies their skills into that of the perfect hunter.
But, being a Predator does not come lightly. Before one can even consider such a dangerous path, they must experience a bloodletting - a traumatic event in which they release themselves from all oaths, promises and bonds to others, and they feel what it is like to be ruined, to be abandoned, to truly be nothing. Only then can they engage in this reckless path, and turn themselves into a Predator.
True Hunter
When you choose this archetype at 3rd level, you gain proficiency in the Perception and Survival skills as your tracking capabilities improve. You also have advantage on Investigation, Insight and Survival checks when tracking a creature that isn't a construct. If you have smelled the creature's scent (assuming that they have one), you gain a +2 bonus to the tracking checks as well.
Additionally, you gain a climbing speed equal to your walking speed, and you no longer require a special check to climb. You can climb vertically and horizontally as normal, and you are capable of doing so upside-down as well. You can hang from a ceiling or roof with ease.
When you are climbing in dim light, you gain a +3 bonus to stealth checks.
Deathstroke
At 3rd level, you have mastered the art of striking fast and deadly. When you make an attack roll with advantage or against a target that can't see you, you can choose to double the sneak attack damage die.
You have one use of this feature, which can be replenished by reducing a creature to 0 hit points when rolling normal sneak attack dice, or in dim light or darkness. You may also regain this feature at the end of a long rest.
Path of the Predator
At 9th level, you gain the opportunity to pursue a path of the predator.
Each path grants different benefits.
Additionally, you gain the ability to cast Darkness without verbal or material components once per short rest. When you cast darkness in this way, you can see through the magical darkness.
Bloodhound
As a bonus action, you can mark an enemy as your prey. When an enemy is marked in this way, you have advantage on Perception, Investigation, and Survival checks to find or track them.
Additionally, when you make an attack roll against your marked enemy, you gain a +2 bonus to attack rolls. You also gain advantage on the attack roll if an ally is within 5 ft. of the enemy.
The mark lasts for 12 hours or until the mark is dispelled, or the target changes their scent.
When the marked enemy is slain, you gain hitpoints or temporary hitpoints (your choice) equal to 2d4 + your proficiency bonus.
You can mark an enemy in this way once per long rest.
Slayer
When rolling sneak attack damage die, you can lash at your enemies senses, forcing them to make a Constitution saving throw (DC: 8 + PB + Dexterity Modifier). On a success, they are unaffected. On a failure, they are blinded or deafened (your choice). An affected creature can repeat the saving throw at the start of each of its turns, and the condition ends when they succeed.
You can use this feature a number of times equal to your Dexterity modifier per long rest.
When you attack a creature that is affected by the blinded or deafened conditions, you gain a +1 bonus to your attack roll and damage rolls.
Stalker
You gain darkvision of 120 ft.
Dim light and darkness does not impose disadvantage on checks that rely on sight.
Additionally, you gain the ability to camouflage in darkness or dim light as a bonus action to go invisible until you attack or move into bright light.
Predator Adaptation
At 13th level, your predatory capabilities have allowed you to evolve past your shortcomings. The hunt changes you. Choose one of the following features:
Dread Ambusher: On the first round of combat, you can choose one enemy that has not taken a turn yet, and you can use an action to teleport to an unoccupied space within 10 ft of that enemy. You may perform one attack against this enemy as part of the same action. Whether the attack hits or misses, the enemy must make a DC 17 Wisdom saving throw or become frightened of you. The saving throw can be repeated at the start of the creature's turn on round 2 of the encounter, and on subsequent turns as well.
If you get a surprise round, you may use Dread Ambusher to attack one enemy, but cause two other targets within 30 ft. of your primary target to make a Wisdom saving throw or become frightened of you.
Hunter Adaptivity: When the hunt reaches its peak, you become unseen. During or outside of combat, you may use a bonus action to become almost fully invisible as your body and equipment shift in appearance to make your presence unnoticed. When you do this, you gain the following benefits for 3 rounds:
- You roll stealth checks with advantage.
- You cannot provoke opportunity attacks if the enemy does not have Truesight.
- You gain a bonus to your speed (any type) if you are in dim light, equal to 20 ft.
- Once per turn, you have advantage on an attack roll. Attacking does not reveal your location to enemies.
You can use this feature once per short rest.
Kingslayer
At 17th level, when you roll Sneak Attack dice, you sap the enemy's strength to camouflage, becoming invisible until the end of your turn.
Additionally, when you use your Deathstroke feature, you can channel your hunting instinct into your attack, causing the Sneak Attack dice to become d8s instead of d6s. You may improve your Deathstroke in this way once per short rest.
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