Stalker Conclave

Stalkers are hunters of men. They enjoy finding and slaying victims of all types; the most heroic reserve their wrath for vile criminals of the worst sort. The less discriminating kill whatever they can catch.

Stalker Magic

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

Ranger Level Spells
3rd longstrider (self only)
5th pass without trace
9th fear
13th locate creature
17th seeming (self only)

Stalker Ambush

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.

Stalker’s Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your species, its range increases by 30 feet. Additionally, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object.

Stalker’s Prey

Starting at 7th level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Right Behind You

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Fearsome Strike

Starting at 15th level, your attacks are terrifyingly effective. When you attack and hit a creature that is surprised, it must make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. Creatures immune to the frightened condition are immune to this ability.

Section 15: Copyright Notice

5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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