Shade Style

Creeping in the shadows, relying subversion and subterfuge, you prey is often dead before they knew what hit them. Shade hunters can just as easily meld into the shadows as they can into the bustle of a crowd. They prefer quick, decisive strikes, using the confusion of battle to line up the perfect shots. They are acutely aware of their surroundings and will use the tiniest details to give them an edge on their foes. In the heat of battle, they may appear to vanish, the only record of their participation being a bevy of felled foes the rest of their companions failed to even notice.

Tools of The Trade

When you choose this path at 3rd level, you gain proficiency with both thieves’ tools and disguise kits.

Quick Draw

At 3rd level you can use your reaction and ranged weapon to take a quick shot at any enemy that moves at least 10 feet straight at you. If your weapon has the energy feature, you make the shot with advantage.

Improvised Cover

At 7th level you’ve found enough ways to scrunch your body into tight corridors, smalls boxes, and behind enough tables to know how to avoid fire in a pinch. As a reaction to being targeted by a ranged attack or spell attack you can scrounge for cover, even if no apparent cover exists. You gain half cover against that attack. As long as you stay in the same spot you retain half cover until the start of your next turn. A small barrel, an abandoned large shield, even a teammate are all examples of this temporary cover.

Lock On

At 7th level you can focus your mind to take an extra careful shot. By using a bonus action, you can gain advantage on the next ranged attack you take until the start of your next turn. If you use this feature on a prey creature and hit, you can add your Wisdom modifier to the damage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest.

Hunter’s Hearing

At 11th level you have developed extraordinary hearing. As an action, make Perception check to listen to the world around you, homing in on any specific sound as quiet as a whisper. If successful, you know the general location of the origin of the sound, even if you cannot see it. To do this feature you must beat the DC based on the sound within the area.

Noise Level DC Example
Thunderous 30 A battlefield, a hurricane
Loud 25 A city street, a minor skirmish
Moderate 15 A slow tavern, a back alley
Quiet 10 A library, a graveyard

If you are in a quiet area and beat a DC of 20 with a Perception check, you can hear the heartbeat (or identifiable equivalent) of any one creature that is within 15 feet of you. You then memorize that heartbeat and can use it to recognize that creature, even if they are in disguise. If you can hear their heartbeat you gain advantage on any Insight checks regarding their intentions while speaking to them.

In addition, you gain advantage on Perception checks that rely on hearing.

Scarred Arcana

At 15th level your experience on the battlefield has given you incredible arcane insights. You gain an extra 1st, 2nd, 3rd and 4th, level spell slot and learn any three 1st, 2nd, 3rd, or 4th level spells. They are considered glitch hunter spells for you. At 20th level, you gain an additional 5th level spell slot and learn another single spell from 1st to 5th level.

Unseen Hunter

At 20th level you have become the most dangerous predator possible. You can cast the spell greater invisibility as a bonus action a number of times equal to your Wisdom modifier (minimum of once) without using a spell slot. You regain all uses after finishing a long rest.

Section 15: Copyright Notice

Lasers & Liches: Tales from the Retroverse - Test Wave 3 Player's MTX Creator(s) Chris Lock, Lluis Abadias Copyright 2021

This is not the complete section 15 entry - see the full license for this page