This subclass has received significant changes
At 3rd level, you master the art of the ambush. You gain advantage on initiative rolls if the enemy is surprised or no hostile creatures can see you at the start of combat.
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, and the first time you hit a creature with an attack on that turn you deal an extra 2d6 damage of the weapon’s damage type.
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 60 feet.
You are also adept at evading creatures in the dark. While in dim light or darkness, you may use a bonus action to become invisible. This invisibility lasts until you make an attack, use a magic action, or enter an area of bright light.
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).
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.
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.