Base Class: Fighter
Some Fighters prefer to get the drop on their prey. A Stalker is always watching, ready to act at any moment.
Ambusher
When you choose this subclass at 3rd level, you roll initiative with advantage. Additionally, if you hit a creature who has not yet taken a turn in combat with a weapon attack, you deal an additional 1d8 damage of the weapon's damage type to that creature.
Light-footed
Also when you choose this subclass at 3rd level, you gain proficiency in the stealth skill. If you are already proficient, your proficiency bonus is doubled for stealth checks you make. Additionally, you ignore disadvantage to stealth caused by wearing armor.
Wounding Strikes
Starting at 7th level, you leave lingering wounds that wear down your enemies in combat.
Once per turn when you deal damage with a weapon attack, you can force your target to make a saving throw or suffer additional damage over time. The DC for this saving throw is 8 + your proficiency bonus + your strength or dexterity modifier (whichever is higher).
The target must succeed on a Constitution saving throw or take 1d8 necrotic damage. The creature takes this damage again at the beginning of each of its turns until 1 minute has passed or it receives healing. This effect does not stack.
At 13th level, the damage increases to 2d8. Additionally, you can choose whether your target makes a Constitution or Dexterity saving throw to resist being wounded.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Always Ready
At 15th level, you always get the drop on your enemies. When you roll intiative, you can immediately take a full turn before anyone else has acted. After this turn, combat continues as normal.
Avid Bruiser
At 18th level, you can attempt to wound enemies with your wounding strikes ability twice per turn instead of once.
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