The Prowler The mayor of a small, bustling city mounts the courthouse steps, beaming through his all-too-bright teeth. He leans forward against the podium and raises his hand to silence the small crowd, but he stops short with a start. His white smile contorts into an image of terror, as he begins to grasp blindly at the air around him. Stumbling backwards, he yells for his orderlies, but a whizzing poison dart reaches him first. His vision returns just in time to see a blurry form step into the crowd. Silent with reverence, two young elves pass through the flaps of a nondescript tent on the outskirts of camp. Haze from incense and pipeweed obscures the clutter of trinkets inside, but the withered old man before them navigates the maze with ease. He sits and turns his face upward, welcoming the two youths with his wrinkling, clouded-white eyes. They join him on the pillows, and he proceeds to enter a state of focused meditation, before fading suddenly into the smoke. The elves wait patiently for a few moments, and, as they expect, the old man reappears in a swirl of air. He gives them a single nod, and they take to their feet with newfound purpose. A startled cry of alarm rings out through the marketplace, as a dwarven merchant, gesticulating wildly, stumbles through his wares after a calm, finely-dressed gnome. With a yell of warning, the guards bare down upon the flamboyant thief, but he turns and, with a wry smile, dangles his newly-plump pouch of gold tauntingly in the air. Their billy clubs primed, the guards pounce with the full weight of their strength, only for their swings to pass through a dissipating cloud of color. Across the square, the gnome steps out and takes a bow, before sauntering away into another stall. Prowlers are the definition of stealth and magic, utilizing this unique blended art to find what others cannot find, go where others cannot go, and stop whomever others cannot stop. Although their methods may be indirect and furtive, they are a necessity in any devoted adventuring party. Seen and Unseen A prowler's skills in stealth and magic are derived from careful study and observation, with the purpose of efficiency and efficacy. Combat is a risk not worth taking lightly when there is the potential for greater knowledge at stake; security serves as the best friend of knowledge. Even when the potential for risk is next to nonexistent, a prowler will take careful steps to mask their presence and prepare for any unforseen events. A prowler's preferred methods of success determine the focus of their abilities: distraction, preparation, deterrance, and avoidance. A prowler with a preference for deterrance might dabble in poison-making, to compliment their focus in hexes and witchcraft, while a prowler with a preference for preparation might research and practice esoteric rituals to compliment their focus in magical perception and scrying. The methods of each prowler vary to a great degree, from their particular choices in spells to their select choices in skills, but few choices will prove useless in most circumstances. Theory and Praxis Professors, priests, shopkeepers, chefs, doctors, musicians—the life of a prowler starts anywhere. Whether it is people watching in the morning bustle of the shopping district, eavesdropping in a roadside tavern on a busy evening, or following along closely in the back of a university lecture, the prowler revels in the whirs and ticks of everyday clockwork. Through both idle and dedicated study, the prowler has learned the intricate workings of sight & sound, the nuances of taste & touch, and the calculated tricks of playing the senses. The power of magic always finds itself in the hands of those that seek understanding, and adventure always finds itself in the hands of those who wield magic. No matter their community, background, or culture, no prowler will forsake such a diverse tool as magic nor such an opportunity as adventure. Rigorous exploration of the unknown is the prowler's driving force, not fortune, fame, or glory—though that's not to say a prowler doesn't appreciate their value as tools themselves. Creating a Prowler The foremost thing to consider when creating a prowler is determining what drives your singular devotion to stealth and knowledge. Is it simply the curiosity of an avid voyeur, or is the security of understanding the previously unknown what first teased your hunger? Do your desire for anonymity and your desire for knowledge function independently, or did your pursuit of magical secrets just happen to align with your proclivity for prowling? Does the potential of magical stealth appeal to your preference for independence, or do you use your skills at snooping to assuage your longing for company? It is more than likely that what drives your preference for obscurity and knowledge will dictate your life prior to adventuring, as well as your reason for turning to adventure. For example: You may have always preferred a life of solitude and independence, so you took the path of a researcher to further your studies without disturbance. After years of isolation and research, you learned that the magicals secrets you sought were only accessible to those with the necessary skills, so you took to adventuring with a group, albeit reluctantly, to gain access to the final pieces of your research. Maybe your isolation was not by choice, so the chance to adventure was welcome to you; or maybe you were reluctant out of a personal insecurity. And so on, and so on. I can't do all of the work for you. Quick Build You can make a prowler quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution, or Wisdom or Charisma if you wish to specialize in some skills. Second, choose a background at random; it's far more fun that way.

The Prowler Level Proficiency

Bonus Features Cantrips

Known Spells

Known 1st 2nd 3rd 4th 1st +2 Studied Stealth, If I Can't See You, Deft Stealth — — — — — — 2nd +2 Careful Stealth, Formal Training — — — — — — 3rd +2 Spellcasting, Prowler Focus, If I Can’t See You (Sight) 3 3 2 — — — 4th +2 Ability Score Improvement 3 4 3 — — — 5th +3 Traceless, If I Can’t See You (Sight & Sound) 3 4 3 — — — 6th +3 Supreme Sneak, Trick of the Light (Blur) 3 4 3 — — — 7th +3 Prowler Focus feature, If I Can’t See You (Senses) 3 5 4 2 — — 8th +3 Ability Score Improvement 3 6 4 2 — — 9th +4 If I Can’t See You (Supernatural), Deft Stealth (2) 3 6 4 2 — — 10th +4 Subtle Spell, Trick of the Light (Hallucinatory Terrain) 4 7 4 3 — — 11th +4 Prowler Focus Feature 4 8 4 3 — — 12th +4 Ability Score Improvement 4 8 4 3 — — 13th +5 You Can’t See Me 4 9 4 3 2 — 14th +5 Second Nature, Trick of the Light (2) 4 10 4 3 2 — 15th +5 Prowler Focus feature, Traceless (2) 4 10 4 3 2 — 16th +5 Ability Score Improvement 4 11 4 3 3 — 17th +6 You Can’t See Me improvement 4 11 4 3 3 — 18th +6 Deft Stealth (3), Trick of the Light (Mirage Arcana) 4 11 4 3 3 — 19th +6 Ability Score Improvement 4 12 4 3 3 1 20th +6 Gone 4 13 4 3 3 1 Class Features As a prowler, you have the following class features. Hit points Hit Dice: 1d6 per prowler level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per prowler level after 1st Proficiencies Armor: None

Weapons: Simple weapons

Tools: Any one

Saving Throws: Intelligence, Wisdom

Skills: Choose three from Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, and Religion Equipment You start with the following equipment in addition to the equipment gained by your background: (a) any simple weapon or (b) a light crossbow and 20 bolts

(a) scholar's pack, (b) priest's pack, or (c) explorer's pack

any tool of your choice Studied Stealth At 1st level, you become proficient in the Stealth skill. If you are already proficient in Stealth, you may select another skill from the prowler skill list. Your proficiency bonus is doubled for all ability checks using Stealth. In addition, you may use your Intelligence modifier in place of your Dexterity modifier for all ability checks using Stealth. If I Can't See You Beginning at 1st level, you learn the hallmark of your skillset. Through practice, academic study, or some other technique, you have developed the power to dilate your senses to the point of debilitatingly high function: although your senses are effectively lost, you are instead able to focus your full sensual capacities on masking your presence to the world around you. As you gain levels, your senses return as your presence continues to fade, as seen in the table at the bottom of the next page. As an action, you may impose disadvantage on all Wisdom (Perception) checks made to detect your presence using sight; in exchange, you relinquish all your senses and are Blinded, Deafened, and Incapacitated. Additionally, you fail all ability saving throws in regards to your senses of sight, sound, smell, and/or touch (such saving throws might include a

Constitution save against Stinking Cloud, a Wisdom save against an enchanting song, or a Dexterity save to avoid an oncoming boulder.) and fail all ability checks that require your sense of smell and/or touch (such checks might include Investigation checks to search for the mechanism of an oil trap or Survival checks to understand the temperature and climate of region). All effects of this technique are nonmagical and last until the start of your next turn. You may use one action (despite Incapacitation) on each subsequent turn to extend the effects of this ability for an additional round. The total number of rounds you can use If I Can't See You cannot exceed 2 × (1 + your Constitution modifier) rounds per long rest. When you use this feature at 3rd level, you are no longer Blinded, you no longer fail all ability saving throws requiring sight, and you become undetectable by sight. Additionally, you impose disadvantage on all Wisdom (Perception) checks made to detect your presence using sound. At 5th level, you are no longer Deafened, you no longer fail all saving throws requiring sound, and you become undetectable by sight and sound. Additionally, you impose disadvantage on all Wisdom (Perception) checks made to detect your presense using smell, vibrations, heat, air flow, or other physical phenomena (as with some Blindsight or Tremorsense). At 7th level, you no longer fail ability checks that require your senses of smell and touch, and you become undetectable by sight, sound, smell, Blindsight, and Tremorsense. Additionally, you impose disadvantage on all Wisdom (Perception) checks made to detect your presence using magic (such as with Truesight or Faerie Fire). At 9th level, you become undetectable by sight, sound, smell, Blindsight, Tremorsense, and magic. At 11th level, you are no longer Incapacitated; additionally, you may use an action or bonus action on your turn to extend the effects of this technique for an additional round. Deft Stealth Starting at 1st level, you can hide in response to harm. When you take damage, you may use your reaction to use If I Can't See You and make a Stealth check. This use of If I Can't See You does not count against your total number of rounds per long rest for that feature and lasts until the start of your next turn, at which point you may extend it for an additional round as normal. You may use this feature once per long rest. You gain an additional use of this feature at 9th level, as well as 18th, up to a total of three times per long rest at 18th. Careful Stealth At 2nd level, you have honed your skills in stealth to the point that you need not think to enact them. You can take a bonus action on each of your turns in combat. This action can be used only to take the Disengage or Hide action. Formal Training Your dedication to formal learning and study comes to fruition in the form of finely honed skills and talents. At 2nd level, you gain one of the following features of your choice. Esoteric Studies Throughout your learning, you have kept at your side a scribbled notebook of magical rituals, to store any loose bits of mystical knowledge that you might find handy. Choose two 1st-level spells that have the ritual tag from any class’s spell list. The spells appear in the book and (when you acquire the ability to cast spells) do not count against the number of spells you know. With your notebook in hand, you can cast the chosen spells as rituals. You cannot cast the spells except as rituals, unless you have learned them by some other means. You can also cast any spells you learn in the future as rituals if they have the ritual tag. On your adventures, you can add other ritual spells to your notebook. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your prowler level (rounded up), and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. If you lose your book, you may use your notes from other sources to fill up a new book with all previously known rituals, over the course of a long rest. If I Can't See You Level Penalties Benefits 1st Incapacitated, fail all ability checks that require smell/touch and all ability saving throws that require sight/sound/smell/touch, Deafened, Blinded Disadvantage on Wisdom (Perception) checks to be seen 3rd Incapacitated, fail all ability checks that require smell/touch and all ability saving throws that require sound/smell/touch, Deafened Undetectable by sight, disadvantage on Wisdom (Perception) checks to be heard 5th Incapacitated, fail all ability checks and saving throws that require smell/touch Undetectable by sight/sound, disadvantage on Wisdom (Perception) checks to be detected with smell/blindsight/tremorsense 7th Incapacitated Undetectable by sight/sound/smell/blindsight/tremorsense, disadvantage on Wisdom (Perception) checks to be detected with magic 9th Incapacitated Undetectable by sight/sound/smell/blindsight/tremorsense/magic 11th — Undetectable by sight/sound/blindsight/tremorsense/magic

Practical Studies You become proficient in two tools of your choice. Your proficiency bonus is doubled for any ability check you make using these tools. Higher Studies You become proficient in two skills of your choice. Your proficiency bonus is doubled for any ability check you make using these skills. Spellcasting When you reach 3rd level, you gain the ability to cast spells. Cantrips. You learn three cantrips of your choice from the Bard spell list and the class spell list granted by your Prowler Focus. You learn another cantrip of your choice at 10th level. Spell Slots. The Prowler class table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice which you must choose from the enchantment and illusion spells on the bard spell list, as well as the spell list granted by your Prowler Focus. The Spells Known column of the Prowler class table shows when you learn more spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell on the bard spell list, as well as the spell list granted by your Prowler Focus. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the spell lists to which you have access. The new spell must be of a level for which you have spell slots. Spellcasting Ability. Intelligence is your spellcasting ability for your spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Prowler Focus At 3rd level, you begin your journey down one singular path of mystical knowledge: the Focus of the Seer, the Shaman, or the Witch, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th. Those features include Focus spells and the Mystical Knowledge feature. Focus Spells Each focus has a list of associated spells. You add these spells to your spell list for the purpose of selecting (or replacing) spells at each appropriate level. Mystical Knowledge Your focused studies provide you with a unique magical mystery to compliment your ability to hide. Each Mystical Knowledge option provided by each focus explains how it is used. When you use your Mystical Knowledge, you choose which option to use. Some Mystical Knowledge effects require saving throws. When you use such an effect from this class, the DC equals your prowler spell save DC. You gain the following Mystical Knowledge option with all Prowler Foci. That's Not Me. Your burgeoning skill with illusions has taught you to form an illusionary double of yourself when you use If I Can't See You. As a part of your action to initiate or extend If I Can't See You, you may form an illusionary duplicate of yourself in your space with concentration, as per the spell Mislead, with the following exceptions. The spell functions as having a spell level equal to one-half your class level, rounded up, up to a 9th level spell. The spell lasts until the start of your next turn, at which point you may extend the spell for an additional round as a part of your action to extend If I Can't See You. In this way you cannot use this technique more than the total number of rounds that you can you use If I Can't See You. As a part of the action to extend this technique, you may make your illusion move or behave as per the spell. You may use a bonus action, as per the spell, to switch to the senses of your illusion, using the senses you are allowed at your level with If I Can't See You. For example, a 7th level prowler can activate this spell as a part of her action to use or extend If I Can't See You, and then may use her bonus action to see, hear, smell, and feel through the senses of her illusion. While you are using the senses of your illusion, you treat

your own senses as those of a 1st level use of If I Can't See You. Physical contact with your double or an Intelligence (Investigation) check against your spell save DC reveal it to be an illusion and end the effect. At 7th level, when you use the spell's bonus action to switch senses between yourself and the illusion, you may choose which senses you give to yourself and which senses you give to your illusion, as long as neither you nor your illusion is using the same sense. At 11th level, you may cast spells as though you are in the illusion's space, but only if your illusion is visible to you or you are using your illusion's senses. At 15th level, you may use both your own senses and your illusion's senses simultaneously. Traceless At 5th level, you have perfected your ability to move without leaving a trail. You may mask your presence as per casting the spell Pass without Trace, with the following exceptions. This technique is a nonmagical effect and functions only on yourself. Additionally, this technique does not expend a spell slot and does not require vocal, somatic, and material components. You may use this feature once per long rest, with an additional use at 15th level. Trick of the Light Your exploration of the senses has led you to an even greater understanding of illusions. At 6th level, you may shift your form as per casting the spell Blur, without expending a spell slot. At 10th level, you may instead cast Hallucinatory Terrain with this technique, and, at 18th level, you may instead cast Mirage Arcana. You may use any one of these spells once per long rest, with an additional use at 14th level. Supreme Sneak Starting at 6th level, you have advantage on all ability checks to use Stealth. Subtle Spell At 10th level your skills in stealth and magic entwine. You may cast any spell without any somatic or verbal components. You may use this feature once per short rest. You Can’t See Me At 13th level, your ability to hide yourself from senses has reached a new peak of efficiency. You may now use your movement to extend If I Can't See You, instead of your action. In addition, the total number of rounds you can use for If I Can't See You increases to 3 × (1 + your Constitution modifier) per long rest. At 17th level, the total number of rounds increases again to 4 × (1 + your Constitution modifier) per long rest. Second Nature At 14th level, whenever you make an ability check using Stealth, you can treat a d20 roll of 9 or lower as a 10. Gone After years of toil and research, you chance upon supernatural secrets that boggle the mind and sharpen your wits. You may now extend If I Can't See You for free on your turn, up to a total number of rounds equal to 5 × (1 + your Constitution modifier) per long rest. Prowler Focus Over the years, each prowler takes special interest in one unique path of arcane study. Maybe you first began your magical research at a university, pouring over ancient books of secrets late into the night, or maybe you spent your free time outside of work memorizing the elusive gestures and commands. You reach the culmination of this study at 3rd level, when you finally master your first cantrips and incantations. Focus of the Seer The Focus of the Seer embodies a concentrated training in the art of divination and magical circumspection. Also known as oracles or sibyls, seers delight in seeing whilst unseen and succeeding through preparation. Seers represent a prowler's mastery of the senses, with skills in manipulating both how they are sensed by others and how they sense the world around them. Focus Spells Starting at 3rd level, you add all Abjuration and Divination spells from the Cleric spell list to the selection of spells from which you may learn. Mystical Knowledge When you take this focus at 3rd level, you gain the following Mystical Knowledge option. I Can See You. Your mastery of perception has taught you to extend your senses well beyond your own when you use If I Can't See You. As a part of your action to initiate or extend If I Can't See You, you may concentrate to perceive one creature or location, as per the spell Scrying, with the following exceptions. The spell functions as having a spell level equal to one-half your class level, rounded up, up to a 9th level spell. The DC for this spell feature uses your spell save DC. The spell lasts until the start of your next turn, at which point you may extend the spell for an additional round as a part of your action to extend If I Can't See You. In this way you cannot use this technique more than the total number of rounds that you can you use If I Can't See You. As a part of your action to extend this spell feature, you may designate a new target for this feature to effect. You may not target more than one location, creature, or object at one time. You may also scry on objects. The object is treated as a creature if it is in one's possession, with that creature using their Wisdom saving throw to resist the object's perception; otherwise, the object is treated as a location. If an object is picked up while you are scrying on it, the new owner automatically makes a saving throw to resist the object's detection. While scrying, you use the senses you are allowed at your level with If I Can't See You. For example, a 7th level seer can

activate this spell as a part of his action to use or extend If I Can't See You to see, hear, smell, and feel as if he were at the location of the perceived target. While you are using this spell feature to scry, you treat your own senses as those of a 1st level use of If I Can't See You. You do not create an invisible sensor at the location of your scrying. If a creature or object makes a successful save against this spell, you may still use this feature against that creature in subsequent rounds. At 3rd level, you now have the ability to see through invisibility while using this spell feature. At 7th level, you now have blindsight while using this spell feature. At 11th level, you now have truesight while using this spell feature. At 15th level, you may scry on creatures, objects, or locations across all planes. Channel At 7th level, your knowledge of divination grants you heightened powers. You may learn either the spell Nondetection or the spell Tongues, which you may cast without expending a spell slot. You may use this spell of choice once per long rest. Greater Channel At 11th level, your knowledge of divination grows ever more. You may learn either the spell Legend Lore or the spell Rary's Telepathic Bond, which you may cast without expending a spell slot. You may use this spell of choice once per long rest. Symbol At 15th level, your understanding of magical circumspection has taught you the value of preparation. You may cast the spell Symbol without expending a spell slot. You may use this spell feature once per long rest. Focus of the Shaman The Focus of the Shaman embodies a dedication to seclusion and versatility. Also known as sages or ascetics, shamans find that the best way to stay hidden is to never be there at all. In this way, shamans seek out the magic of the natural world for their inspiration and study, learning to alter themselves and the world around them to match their concealment. Spellcasting Beginning at 3rd level, you add all Transmutation spells from the Druid spell list to the selection of spells from which you may learn. Mystical Knowledge When you take this focus at 3rd level, you gain the following Mystical Knowledge option. I'm Over Here. Your mastery of avoidance and alteration has taught you to manipulate your form when you use If I Can't See You. As a part of your action to initiate or extend If I Can't See You, you may treat yourself as incorporeal for the purpose of passing through tangible barriers, as per the spell Passwall, with the following exceptions. The spell functions as having a spell level equal to one-half your class level, rounded up, up to a 9th level spell. This spell feature operates with Concentration. The spell lasts until the start of your next turn, at which point you may extend the spell for an additional round as a part of your action to extend If I Can't See You. In this way you cannot use this technique more than the total number of rounds that you can you use If I Can't See You. As a part of your action to extend this spell feature, you may designate a new surface for this feature to effect. You may not have more than one surface active at one time. The area that this spell affects can only be up to a depth of 5 feet. This spell works only for you and does not allow passage for other creatures. You may treat inanimate objects as surfaces for the sake of this feature. If a creature or object makes a successful save against this spell, you may still use this feature against that creature in subsequent rounds. At 7th level, you may now treat a 5 foot distance of creatures as passable for the sake of this feature. At 11th level, the area of this spell now extends to a depth of 15 feet, and you may now treat a 15 foot distance of creatures as passable. The area of this spell may be broken up into as many 5 foot distances of passable regions as you like, as long as you do not exceed the maximum of 15 feet in one round. At 15th level, the area of this spell now extends to a depth of 25 feet, and you may now treat a 25 foot distance of creatures as passable. Incantation At 7th level, your observation of natural magic has bestowed upon you new abilities. You may learn either the spell Meld into Stone or the spell Speak with Plants, which you may cast without expending a spell slot. You may use this spell of choice once per long rest. Polymorph At 11th level, you have perfected your magical talents of A Note about Stealth This class can make the rules of stealth quite a bit more complicated (as if they are not already), so it is best to clarify with your DM on how stealth, senses, illusions, etc. are going to work in your campaign. With that said, it is always best to operate stealth under the following principle: if there is a good reason that you can hide, then you can hide. Here is a simple example. A prowler of 5th level is trying to hide from an ankheg. Using If I Can't See You, she is invisible and perfectly silent, and thus normally would be able to attempt a Stealth check; however, the ankheg's tremorsense allows it to pinpoint her location. Thankfully, If I Can't See You gives disadvantage on Perception checks to locate the prowler through vibrations, so she is able to force the ankheg to roll a Perception check (at disadvantage) to find her.