Base Class: Ranger
Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.
Level 3: Dread Ambusher
You’ve honed your skill in executing terrifying ambushes, gaining the following benefits:
Ambusher’s Leap. At the beginning of your first turn in combat, your movement speed increases by 10 feet until that turn ends.
Dreadful Strike. When you hit a creature with a weapon attack, you can deal an additional 2d6 psychic damage. You can use this feature only once per turn and a number of times equal to your Wisdom modifier (minimum of once). All expended uses are regained after finishing a long rest.
Initiative Bonus. When rolling initiative, you can add your Wisdom modifier to the result.
Level 3: Umbral Sight
You gain Darkvision out to a range of 60 feet. If you already possess Darkvision, its range increases by an additional 60 feet.
In addition, you’ve learned how to conceal yourself from those who depend on Darkvision. While you are completely in darkness, you are considered Invisible to any creature that relies on Darkvision to see you.
Gain Darkvision With Range of 60ft
Choose this option if you don't already have Darkvision.
Increase Darkvision by 60ft
Choose this option if you already have Darkvision.
Gloom Stalker Spells
Gloom Stalker Spells
| Ranger Level | Spells |
|---|---|
| 3 | Disguise Self |
| 5 | Rope Trick |
| 9 | Fear |
| 13 | Greater Invisibility |
| 17 | Seeming |
Level 7: Iron Mind
You’ve strengthened your mind against manipulative or intrusive forces. You gain proficiency in Wisdom saving throws. If you already have proficiency in Wisdom saves, you instead gain proficiency in either Intelligence or Charisma saving throws (your choice).
Level 11: Stalker's Flurry
The Psychic damage from your Dreadful Strike increases to 2d8. Additionally, when you use the Dreadful Strike feature of your Dread Ambusher, you can choose to apply one of the following extra effects:
Sudden Strike. You can make an additional attack with the same weapon against a different creature that is within 5 feet of the original target and within your weapon’s range.
Mass Fear. The original target and all creatures within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes Frightened until the start of your next turn.
Level 15: Shadowy Dodge
When a creature targets you with an attack roll, you can use your Reaction to impose Disadvantage on that attack. After the attack resolves—hit or miss—you can teleport up to 30 feet to an unoccupied space you can see.
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