Base Class: Rogue
Many would paint hoods as brooding loners, but this is far from true- they are often magnetic personalities. They may be misfits and outcasts, but they easily find ground with the common folk. Cults of personality begin to form up around them when they settle into their home range, attracting other outlaws into a crew, and sometimes merchants and even nobles who seek their help.
Operating on the edges of society and in the outdoors, hoods become known for their stealth as much as their deadliness. Since one never knows when a hood might show up, an uneasy sort of peace rests on their territory- what the hood says goes, and you don't want to risk crossing them.
Hooded Watcher
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
In addition, while in your favored terrain you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Your familiarity with maneuvering in your favored terrain also allows you to move through the spaces of creatures as long as they are at least one size class larger than you.
Fleeting Shadow
You are always aware of the lay of the land, and how to vanish at a moment's notice. When you use the Cunning Action feature, you become lightly obscured until the end of your turn.
Ruthless Efficiency
It's not kind, but you have learned how to take advantage of moments of weakness to put your targets out of their misery. You have advantage on attack rolls against Frightened, Exhausted, and Incapacitated creatures. Additionally, your Sneak Attack damage die becomes 1d8.
Eagle Eye
You can remain cool even when you have unexpected failures, and have steady aim. When attacking with advantage, you can expend 3 Sneak Attack die for the attack to reroll it if it misses.
Hooded Stalker
Once after a short rest, with a bonus action, you choose a creature you can see within 90 feet, and mark it as your quarry- this mark remains for 1 hour, and takes concentration. Until the time ends, you deal an extra 1d8 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it; your weapon attacks can critically strike on a roll of 19-20 against the marked creature.
The mark ends if the target dies. If you killed the target while it was marked, you can use the Cunning Action feature(even if you already used it that turn) and make a Hide action as part of that action.
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