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You can use the tricky movement of fey. You learn the Misty Step Spell and can cast it at will, without expending Spell Slots. When you cast the Misty Step Spell, you can choose one willing creature within 5ft of you. That creature also teleports with the Spell, to an unoccupied space within 5ft of your space after the Spell is cast. | You can use the tricky movement of fey. You learn the Misty Step Spell and can cast it at will, without expending Spell Slots. When you cast the Misty Step Spell, you can choose one willing creature within 5ft of you. That creature also teleports with the Spell, to an unoccupied space within 5ft of your space after the Spell is cast. | ||
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== Conclave of the Gloom Stalker == | |||
Gloom 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 Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. | |||
'''Dread Ambusher.''' At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. | |||
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. | |||
'''Gloomy Mark.''' Also at 3rd level, you can use your Bonus Action to mark a creature within 60ft of you. This mark lasts for 1 hour or until you lose Concentration. You deal an extra 1d6 damage to the target on a hit. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a marked creature. When this extra damage is dealt, you can take the Hide action using your reaction until the end of your turn. You can use this Bonus Action a number of times equal to your Proficiency Bonus. | |||
'''Umbral Sight.''' At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. | |||
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. | |||
'''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). | |||
'''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. | |||
== Conclave of the Hunter == | == Conclave of the Hunter == |