Gloom Stalker v2.2.1 #
Dread Ambusher (1) #
- You have mastered the art of creating fearsome ambushes, granting you the following benefits.
- Ambusher’s Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.
- Dreadful Strike. When you Attack a Creature and hit it with a Weapon, you can deal an extra 2d6 Psychic Damage. You can use this benefit only once per turn.
- Initiative Bonus. When you roll Initiative, you can add your Wisdom Modifier to the roll.
Gloom Stalker Magic (1) #
- You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. Each spell counts as a Ranger spell for you, and it doesn’t count against the number of Ranger spells you prepare.
Gloom Stalker Spells table #
Ranger Level |
Spells |
1st |
Disguise Self |
5th |
Rope Trick |
9th |
Fear |
13th |
Greater Invisibility |
17th |
Seeming |
Umbral Sight (1) #
- You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.
- You are also adept at evading Creatures that rely on Darkvision. While entirely in Darkness, you are Invisible to any Creature that relies on Darkvision to see you in that Darkness.
Empowered Marks (3) #
- When you reach 3rd Level in this subclass, you gain the following two Empowered Mark options.
Mark of Dark Embrace #
- When you hit a Creature marked by your Hunter’s Mark you can force it to make a Wisdom Saving Throw, becoming Blinded for 1 minute on a failed save. The Creature can repeat the save at the end of each of its turns. Creatures immune to the Blinded Condition instead take 1d6 Psychic Damage from each of your Attacks for this Mark’s duration.
Shadow Assassin’s Mark #
- If the Creature under the effect of this Mark was the target of your Dread Ambusher Feature then once per turn you can use your Bonus Action to reactivate that Feature.
Iron Mind (7) #
- You have honed your ability to resist mind-altering powers. 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 (11) #
- The Psychic Damage of your Dread Ambusher feature increases from 2d8 to 3d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.
- Sudden Strike. You can make another Attack with the same Weapon against a different Creature that is within 5 feet of the original target and that is within the Weapon’s Range.
- Mass Fear. The target and each Creature within 10 feet of it must make a Wisdom Saving Throw against your Spell Save DC. On a failed save, a Creature gains the Frightened Condition until the end of your next turn.
Shadowy Dodge (15) #
- You can dodge with wisps of supernatural shadow around you. When a Creature makes an Attack Roll against you, you can use your Reaction to impose disadvantage on that roll. Whether the Attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.