Stalker

You are a master of stealth. As a Stalker, you can hunt your foes unseen, and strike from the shadows with deadly precision and effect. You aren't as durable as a Scrapper, but darkness and obscurement are you armor.

Hide

While any creature can hide, you are exceptional. Starting at 1st leve, on your turn using your Bonus Action, you can wrap yourself in a camouflaging cloak. This cloak renders you not quite perfectly invisible, and you may be perceived by some creatures. While cloaked, you gain advantage on any attack roll or Dexterity Saving Throw you make, and any attack rolls made against you have disadvantage. In addition, if you target a creature that you can see with a melee attack roll, you roll each damage die twice and add up all the results. This includes any extra dice rolled as part of a critical hit, or applied via Endurance Dice. If you attack a creature while cloaked and deal at least one point of damage, or take damage yourself, or become incapacitated or unconscious, your cloak drops.

While cloaked, you can use your Action to hide (see the rules on Hiding on page 177 of the Dungeons & Dragons Player's Handbook). When you hide using this feature, you do not make a Dexterity Check, but instead assume a result of 20 plus your Dexterity Modifier. Any Wisdom check made to oppose this value in an attempt to detect you will have disadvantage. You are able to move at your normal speed while thus hidden, but all normal stealth rules otherwise apply. For example, you may not attempt to hide if a creature can see you, even if you are cloaked. Note that being detected does not automatically cause your cloak to drop, so you still retain any benefits that provides.

Assassin's Strike

At 2nd level you will gain a special Assassination feature. This Assassin's Strike is a single melee attack made as part of your Primary Power Set. If this strike is successful, you may add an extra 1d6 damage of whatever the base damage type of the attack is. This extra damage increases to 2d6 at 3rd level, and then increases by an additional 1d6 every odd level thereafter, until reaching 10d6 at 19th level. This extra damage dice receives the benefit of your Hide feature.

Placate

At 4th level, you can use your Action to Hide even if a creature is observing you. Select a creature that you can see and can see you that is within 50 feet. You must have your cloak active, which you can do as part of the same turn with your Bonus Action. When you use Placate, your target is no longer able to perceive your location, although its allies might be able to. An ally of your selected target can use its Action to assist your target if it is within 10 feet of it and is able to see you. If successful, your target can see you, but still suffers disadvantage on its attacks due to your cloak. If you remain hidden from your target, you can take full advantage of your Assassin's Strike against it.

Archetype Features

As a Stalker, you gain the following features.

Hit Points

  • Hit Dice: 1d8 per level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Saving Throws: Dexterity, Intelligence

Skills: Choose two from History

Attack Save DC = 8 + your Proficiency Bonus + your Dexterity modifier. This is the DC for any Saving Throws prompted by features from any Power Sets for this Archetype.

Power Sets

Stalkers have the following Power Sets.

Primary:

  • Broad Sword
  • Claws
  • Dark Melee
  • Electrical Melee
  • Energy Melee
  • Kinetic Melee
  • Martial Arts
  • Ninja Blade
  • Psionic Melee
  • Radiation Melee
  • Savage Melee
  • Staff Fighting
  • Street Justice

Secondary:

  • Bio Armor
  • Dark Armor
  • Electric Armor
  • Energy Aura
  • Ice Armor
  • Ninjitsu
  • Radiation Armor
  • Regeneration
  • Super Reflexes
  • Willpower