Ranger
Base Class: Ranger

Shadow stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a shadow stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

Shadow Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Shadow Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

3rd Level: Disguise Self, Darkness

5th Level: Pass Without Trace, Rope Trick

9th Level: Fear

13th Level: Greater Invisibility

17th Level: Mislead, Seeming

 

 

Dread Ambush

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Daring Sense

You are subject to the following:

-You are immune to being blinded.

-Magical Darkness has no effect on you.

-You automatically fail all sight-exclusive perception checks.

-You have advantage on all sound & smell-based perception checks within 60ft of you.

-You gain expertise in Perception checks.

-When trying to sense a creature that is invisible, you roll perception (without advantage or disadvantage) against the creature's stealth check, regardless of their distance from you.

-You gain advantage on Investigation checks to find people or objects you've encountered (smelled) before, and disadvantage for something you haven't. You automatically fail Investigation check that rely solely on sight.

 

You are also adept at evading creatures that rely on darkvision. While in darkness, you gain advantage on stealth checks against any creature

that relies on darkvision to see you in that darkness.

Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Advantage on Charisma Saves

.

Advantage on Intelligence Saves

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Advantage on Wisdom Saves

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Stalker's Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Previous Versions

Name Date Modified Views Adds Version Actions
12/14/2020 10:22:47 PM
14
1
1.6
Coming Soon
1/18/2021 9:46:19 AM
47
1
1.8
Coming Soon

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