Night Stalker (5e Class)
Night Stalker
An elf slips from shadows to shadows stealthy, daggers in hand ready for battle. He stands ankle in sewage. He watches the goblins as they rip apart a poor stray cat. With a flick of his wrist and like a flash of a light, the blade of his dagger embeds itself into the back of a goblin.
Home in the Sewers
This class is at home in an urban environment. Living in the underbelly of the cities living and/or traveling a path many very few dare to go. This class knows the dangers that live in the muck of the undercity and strives to clean it.
Creating a Night Stalker
Now think about who makes up your character, what is their background? How did they end up as a Night Stalker? Was it something they were born into? Are his or her family Night Stalker and trained you into it. Was it something they is discovering later in life.
What made them start adventuring? Did they decide to do this for the next thrill? Was is by pure chance you were in the wrong place at the right time? Are you looking for something existential or personal? All these questions are lead to better understanding your character and their motivations.
It can be hard to find good backgrounds for an Night Stalker. Folk Hero will be the most widely applicable background. A Urchin is also good for Night Stalker. A noble background could be chosen for how well educated lords and ladies can be interesting. Let your Creativity be your best guide for your background.
- Quick Build
You can make an Night Stalker quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution and Wisdom. Choose the Folk Hero background. Choose Intimidation, Acrobatics, and Athletics as your skills. Choose a pick and Thieves’ Tools and Burglar's Pack for your starting equipment in addition to anything granted by your background.
Class Features
As a Night Stalker you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Night Stalker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Night Stalker level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Short swords
Tools: Theive’s tools,calligraphy supplies,vehicles (Land)
Saving Throws: Dexterity, Constitution
Skills: Choose three from Athletics Acrobatics Deception Insight Intimidation Investigation Perception Performance Persuasion Sleight of Hand Stealth 5s
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two Simple Melee Weapons or (b) Two Dagger
- (a) Two Short Sword or (b) Hand Crossbow
- Leather Armor
- (a) an Calligrapher’s Supplies or (b) Thief Tools or (c) One Vehicles (Land)
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus | Bonus Sneak Attack | Features |
---|---|---|---|
1st | +2 | 1d6 | Expertise, Sneak Attack |
2nd | +2 | 1d6 | Favored Enemy, Natural Explorer |
3rd | +2 | 2d6 | Fighting Style, Archetype |
4th | +2 | 2d6 | Ability Score Improvement |
5th | +3 | 3d6 | Extra Attack, Archetype Feature |
6th | +3 | 3d6 | Cunning Action |
7th | +3 | 4d6 | Assassinate, Archetype Feature |
8th | +3 | 4d6 | Ability Score Improvement, Uncanny Dodge |
9th | +4 | 5d6 | Extra Attack (2) |
10th | +4 | 5d6 | Evasion |
11th | +4 | 6d6 | Expertise, Archetype Feature |
12th | +4 | 6d6 | Ability Score Improvement |
13th | +5 | 7d6 | Reliable Talent |
14th | +5 | 7d6 | Favored Enemy, Natural Explorer Improvements |
15th | +5 | 8d6 | Extra Attack (3) |
16th | +5 | 8d6 | Ability Score Improvement, Land’s Stride, Archetype Feature |
17th | +6 | 9d6 | — |
18th | +6 | 9d6 | Hide in Plain Sight |
19th | +6 | 10d6 | Ability Score Improvement |
20th | +6 | 10d6 | — |
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in Skills or with thieves' tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Favored Enemy
Beginning at 2nd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: Aberrations, Beasts, Celestials, constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as Gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence Checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your Adventures.
Natural Explorer
Starting at 2nd level you are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
Fighting Style
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery You gain a +2 bonus to Attack rolls you make with Ranged Weapons.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Ability Score Improvement
on the 4th, 8th, 12th and 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.
Extra Attack
At 5th you may make an extra attack, whenever you take the Attack action on Your Turn. This increases to two extra attacks at 9th level and three at 15th level
Cunning Action
Starting at 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.
Assassinate
Starting at 7th level, during their first turn, the Night Stalker has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Night Stalker scores against a surprised creature is a critical hit.
Uncanny Dodge
Starting at 8th level, when an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you.
Evasion
At 10th level, If the Night Stalker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Night Stalker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Reliable Talent
By 13th level, your skill is refined enough that when you make an ability check and gain your proficiency bonus to that check, treat a d20 roll of 9 or lower as a 10.
Land’s Stride
Starting at 16th level, moving through nonmagical difficult terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.
Hide in Plain Sight
Starting at 18th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, Plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Urban Vigilante
The Urban Vigilante Stalks the shadows seeking out those who are immoral. Like a stealthy cat the Vigilante seeks his/her prey to dish out a justice to.
Vigilante Justice
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.
Darkness Is My Friend
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 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Vigilante Strike
At 5th level, Vigilante deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the Vigilante that isn't incapacitated and the Vigilante doesn't have disadvantage on the attack roll.
Iron Mind
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).
Vigilante Flurry
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.
Shadowy Dodge
Starting at 16th 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.
Urban Spider
Your time underneath cities has changed you, you become a victim of a strange mutation that allows you to create a fine silk and over your years of experience you have learned to use it.
Webs
At 3rd level you learn how to create a special rope made out of thread similar in appearance to spiders silk, you may create up to 25ft of this substance per day and can have a maximum of 100ft of this thread at any time. This thread can be used as rope and you must have at least 25ft of rope to use your other web based abilities. The rope has an AC of 10 as well as 10 hitpoints. This rope does not need to be tied to anything to act as an anchor.
Spider Climb
At 3rd level, You can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check.
Impact Webbing
At 3rd level, Ranged Weapon Attack: You are considered proficient with it, range 30/60, one target. Hit: 1d6 + Dex mod bludgeoning damage and the target is restrained by webbing. As an action, the restrained creature can make a DC (8 + Dex mod + proficiency bonus) Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 10 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage. You may use this ability three time and it is recharged on a long rest
Spin Web
At 5th level, you can use your thread to cover a 15ft cube in webbing causing any creature that moves though it to make a DC (8 + Dex mod + proficiency bonus) Dex save to not get stuck in the web and is considered restrained, You are completely immune to this webbing effect. You may use this ability twice, increasing to four at level 11th. In order for this web to take up a 3d space it must be suspended between two surfaces such as a floor and a ceiling or wall to wall, If not web falls to the ground and only effects creature who walk on it. This ability recharges after a long rest.
Refined Senses
At 7th Level, You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you cannot be blinded, deafened, or incapacitated. you are as well granted advantage on Perception checks.
Iron Thread
At 11th level, your thread strengthen increasing it's AC to 18 and having 30 hit points, you also have advantage to strength checks made when using the rope
Avoidance
At 16th level, If the Urban Spider is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Multiclassing
Prerequisites. To qualify for multiclassing into the Night Stalker class, you must meet these prerequisites: Dex 13
Proficiencies. When you multiclass into the Night Stalker class, you gain the following proficiencies: One skill from Night Stalker.
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