Gloom Stalker
They are at home in the darkest places. They channel magic from the Shadowfell to combat those that lurk in the darkness. They can be grizzled heroes or heinous villains. With time the Shadowfull tends to break down even the most righteous Gloom Stalkers.
| Level | Spells |
|---|---|
| 3 | Disguise Self |
| 5 | Rope Trick |
| 9 | Fear |
| 13 | Greater Invisibility |
| 17 | Seeming |
Subclass Features
Dread Ambusher
You master the art of the ambush. Your reflexes aid you in combat especially when you get the drop on your enemies. You gain the following features
You can give yourself a bonus to your initiative rolls equal to your WIS modifier.
At the start of your first turn of each combat, your walking speed increases by 10 ft, 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 Psychic damage.
Umbral Sight and Form
Your eyes and body become infused with the Shadowfell. You gain Darkvision out to a range of 60 ft. If you already have Darkvision from another feature, its range increases by 60 ft.
You are also adept at evading creatures that rely on Darkvision. While in Darkness, you are Invisible to any creature that relies on Darkvision to see you in that Darkness.
Conclave Spells
Your specific expertise grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.
Iron Mind
You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in WIS saving throws.
Stalker's Flurry
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.
Dreadful Strikes
You channel more shadow magic into your strikes. Your Dread Ambusher damage is increased to 2D8.
When you hit a creature outside of the first turn, you can deal an additional 2D6 Psychic damage. You can use this feature once per turn and times per long rest equal to your WIS modifier (Minimum 1).
Shadowy Dodge
You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. Whether the attack hits or misses you can teleport up to 30 ft to an unoccupied space you can see.