Base Class: Rogue
Wehn multiclassed with Gloomstalker Ranger**
3rd Level: Gloom Stride
Starting at 3rd level, while in darkness or dim light, your movement doesn't provoke opportunity attacks, allowing you to move around the battlefield with unprecedented ease. In addition, your inherent affinity for the shadows sharpens your reflexes. When you roll for initiative in dim light, you gain a +3 bonus to your initiative roll, and in darkness, the bonus increases to +5.
3rd Level: Darkness Weaving
Also, at 3rd level, your pact with darkness lets you weave shadows into magic. You can cast the Darkness spell once per long rest without using a spell slot. You have the ability to see through this magical darkness but not others.
7th Level: Shadow Step
At 7th level, you have learned to use the shadows to move instantaneously. You can use your bonus action to teleport from one area of dim light or darkness to another that you can see up to 60 feet away. Once you use this feature, you can't use it again until you finish a short or long rest.
11th Level: Veil of the Night
At 11th level, your ability to meld with the darkness reaches its peak. While you are in dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or enter an area of bright light. You can use this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
15th Level: Shadow of the Gloomshroud
At 15th level, you learn to imbue your ranged attacks with a fragment of pure shadow energy. Increase all ranged damage rolls by one damage die if the attack was rolled with advantage in darkness or a critical hit. In addition, on the first round of initiative, if you are in darkness and a creature is unaware of your location, your first attack that hits becomes a critical hit.
Gloom Stride
Starting at 3rd level, while in darkness or dim light, your movement doesn't provoke opportunity attacks, allowing you to move around the battlefield with unprecedented ease. In addition, your inherent affinity for the shadows sharpens your reflexes. When you roll for initiative in dim light, you gain a +3 bonus to your initiative roll, and in darkness.
Darkness Weaving
Also, at 3rd level, your pact with darkness lets you weave shadows into magic. You can cast the Darkness spell once per long rest without using a spell slot. You have the ability to see through this magical darkness but not others.
Shadow Step
At 7th level, you have learned to use the shadows to move instantaneously. You can use your bonus action to teleport from one area of dim light or darkness to another that you can see up to 60 feet away. Once you use this feature, you can't use it again until you finish a short or long rest.
Veil of Night
At 11th level, your ability to meld with the darkness reaches its peak. While you are in dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or enter an area of bright light. You can use this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Veil of Night
At 11th level, your ability to meld with the darkness reaches its peak. While you are in dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or enter an area of bright light. You can use this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Shadow of the Gloomshroud
At 15th level, you learn to imbue your ranged attacks with a fragment of pure shadow energy. Increase all ranged damage rolls by one damage die if the attack was rolled with advantage in darkness or a critical hit. In addition, on the first round of initiative, if you are in darkness and a creature is unaware of your location, your first attack that hits becomes a critical hit.
Comments