Night Stalker Level Proficiency Bonus Features Stamina Points Stamina Features Known 1st +2 Creature of the Night, Predator's Fangs — — 2nd +2 Feeding Frenzy, Stamina, Fighting Style 2 2 3rd +2 Night Stalker Aspect, Patient Killer 3 2 4th +2 Ability Score Improvement 4 3 5th +3 Extra Attack 5 3 6th +3 Creature of the Night Improvement, Savage Killer 6 3 7th +3 Night Stalker Aspect 7 4 8th +3 Ability Score Improvement 8 4 9th +4 Experienced Hunter 9 5 10th +4 Creature of the Night Improvement, Weakened Prey 10 5 11th +4 Night Stalker Aspect 11 5 12th +4 Ability Score Improvement 12 6 13th +5 Experienced Hunter 13 6 14th +5 Creature of the Night Improvment, Inescapable Hunt 14 6 15th +5 Night Stalker Aspect 15 7 16th +5 Ability Score Improvement 16 7 17th +6 Experienced Hunter 17 7 18th +6 Feral Senses 18 8 19th +6 Ability Score Improvement 19 8 20th +6 Apex Predator 20 8 Class Features As a night stalker, you gain the following class features. Hit Points Hit Dice: 1d8 per night stalker level

1d8 per night stalker level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per night stalker level after 1st Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: Simple and martial weapons

Simple and martial weapons Tools: None Saving Throws: Dexterity, Strength

Dexterity, Strength Skills: Choose two from Athletics, Deception, Insight, Intimidation, Nature, Perception, Stealth, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scalemail or (b) leather armor

(a) a martial weapon and a shield or (b) two martial weapons

(a) a dungeoneer's pack or (b) an explorer's pack Creature of the Night Beginning at 1st level, your body transforms, turning you into an ever more dangerous and efficient hunter. The night's darkness no longer suppresses your vision, and your footsteps seem deadened and muffled. You gain darkvision out to a range of 90 feet, and creatures have disadvantage on Wisdom (perception) checks to detect you. At 6th level, your skill as a hunter has grown, allowing you tackle larger game, and locate your prey more easily. You can attempt to shove creatures no more than 2 size steps above you, instead of 1, and you have advantage on checks made to locate or track a creature. At 10th level, there is no darkness thick enough to hide your prey from you. Your darkvision allows you to see through magical darkness. At 14th level, you have become a master of the hunt, no game is too large for you, and any trace of you seems to vanish into the night. You can attempt to shove creatures no more than 3 size steps above you, instead of 2, and you can't be tracked by nonmagical means unless you choose to leave a trail. Predator's Fangs Your jaw reshapes itself to accommodate a new set of razor sharp teeth capable of shredding flesh and bone. When you

take the Attack Action, you can replace a single attack with your Predator's Fangs, which deal 1d10 piercing damage. Your Predator's Fangs count as natural weapons that you are proficient with. If you attack a prone creature with your Predator's Fangs, you can attack twice instead of once. Feeding Frenzy Starting at 2nd level, you can, as a bonus action, unleash your primal natural and enter into a Feeding Frenzy. For 5 rounds, your walking speed is increased by 10 feet, and whenever you damage a creature with your Predator's Fangs you heal for your proficiency bonus. This feature ends early if you are knocked unconscious, or if your turn ends and you haven't attacked or dealt damage to a hostile creature since your last turn. Fighting Style At 2nd level, you adopt a 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. 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. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two- handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Stamina Starting at 2nd level, you are able to draw from your pool of stamina to help you chase your prey and achieve near supernatural feats. Your total pool of stamina is represented by a number of stamina points. Your night stalker level determines your stamina points, as shown in the Stamina Point column in the Night Stalker table. You can spend these points to fuel various stamina features. At 2nd level, you gain two stamina features of your choice as well as Find Prey. Your stamina feature options are detailed at the end of the class description. When you gain certain night stalker levels, you gain additional stamina features of your choice, as shown in the Stamina Features Known column of the Night Stalker table. Additionally, when you gain a level in this class, you can choose one of the stamina features you know and replace it with another stamina feature that you could learn at that level. When you spend a stamina point it is unavailable until you finish a short or long rest, at the end of which you regain all of your stamina. Casting Spells with Stamina Points Some stamina features allow you to cast spells. See chapter 10 for the general rules of spellcasting to cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. Your saving throw DC for these spells is: Stamina Feature Save DC = 8 + your proficiency bonus + your Wisdom modifier Once you reach 5th level in this class, you can spend additional stamina points to increase the level of a stamina feature spell that you cast, provided that the spell has an enhanced effect at a higher level, as Command does. The spell's level increases by 1 for each additional stamina point you spend. For example, if you are a 5th-level night stalker and use Beguile Prey to cast Command, you can spend 3 stamina points to cast it as a 2nd-level spell (the base cost of 2 stamina points plus 1). The maximum number of stamina points you can spend to cast a spell in this way (including its base stamina point cost and any additional stamina points you spend to increase its level) is determined by your night stalker level, as shown in the Spells and Stamina Points table. Spells and Stamina Points Night Stalker Levels Maximum Stamina Points for a Spell 5th-8th 3 9th-12th 4 13th-16th 5 17th-20th 6 Night Stalker Aspect Starting at 3rd level, aspects of the night stalker begin to manifest in you. You choose to either have aspects of the Isolator, or of the Devourer, both detailed at the end of the class description. Your choice grants you features at 3rd, 7th, 11th, and 15th level. Patient Killer Beginning at 3rd level, you can use darkness to conceal you, allowing you to patiently watch your prey from the shadows. While you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, 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. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Hardened Fangs At 6th level, your Predator's Fangs become almost supernaturally hard, capable of piercing even the toughest armor with ease. Your Predator's Fangs count as magical for the purposes of overcoming damage resistance or immunity. Experienced Hunter Starting at 9th level, your experience manifests in one of the following ways. You choose again at 13th, and 17th level. Acquired Resistance. Your time spent eating dangerous and poisonous foods has made you resistant to their effects. You have resistance to poison damage, and have advantage on saving throws against poison. Lay of the Land. Your experience stalking through the land has given you an instinctive sense of any area. You can always accurately map out any area you've visited. Predator's Eye. Adapting to the hunt, your body has given you with an especially keen eyesight. You can see up to 1 mile away with no difficulty, and are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, you gain darkvision out to a range of 120 feet. Watcher in the Lake. In search of new hunting grounds, your body has prepared you to explore the sea's murky depths. You gain a swimming speed equal to your walking speed, you can see as easily below water as you can above it, and you can breathe underwater. Watcher in the Trees. After spending countless days spent hunting in forests, you've learned how to effortlessly navigate through them. Difficult terrain caused by dense vegetation does not cost you extra movement, and Climbing does not cost you extra movement. Weakened Prey At 10th level learn how to ensure your weakened prey can't escape. When a creature who is below half their maximum hit points provokes an attack of opportunity, you can spend 2 stamina point to try and shove as part of that same attack. Additionally, the first time you damage a creature who is below half their maximum hit points with your Predator's Fangs on your turn, the target's movement speed is reduced by 10 feet until the start of your next turn. Inescapable Hunt Starting at 14th level, you are able to track your prey even when they would try to hide from your view. You can, as a bonus action, spend 3 stamina points to concentrate (as though concentrating on a spell) and target a creature that you can see with 90 feet. For 10 minutes, and as long as that creature is within 300 feet of you, you know the exact location of that creature. That creature cannot become hidden from you, if it's invisible it gains no benefits from its condition against you, and for the purposes of spells and features you can see the target. Creatures who are immune to scrying effects are immune to this feature. Feral Senses Starting at 18th level, your animal instincts help you to fight targets that you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. Apex Predator At 20th level, when you roll for initiative and have no stamina points remaining, you regain 4 stamina points. Night Stalker Aspects A night stalker naturally develops aspects of the Isolator or of the Devourer. Isolator Night stalker's who develop aspects of the Isolator specialize in picking off targets who fall behind their pack, and peeling away those that trail at the edges. The Chase Beginning at 3rd level, you know that when the chase is on, time is of the essence. On your first turn of combat you gain additional movement speed equal to half your movement. If you move at least 10 feet and attack a creature, you can try to shove that creature as a bonus action. Scream in the Night Starting at 7th level, you can, as a bonus action, spend 3 stamina points to let loose a terrifying scream, scattering those around your prey. All creatures within 10 feet of you must make a wisdom saving throw against your stamina feature DC or be forced to move half their movement speed away from you, and they cannot willingly move closer to you until the start of your next turn. This movement does not cause the target to move into an obviously dangerous area, such as a pit of spikes. You can choose one target who failed their saving throw to instead have their movement reduced to 0 until the start of your next turn. Creatures who are immune to being frightened automatically succeed on their saving throw. Focused Savagery Beginning at 11th level, when you use Feeding Frenzy you can mark a creature that you can see as the focus of your savagery. For the duration of Feeding Frenzy, and while there are no other hostile creatures within 5 feet of your mark, you have advantage on your first attack against it each turn, have advantage on Strength (Athletics) checks made to shove it, and add half your proficiency bonus to damage rolls made against it with your Predator's Fangs. If your mark is reduced to 0 hit points, and Feeding Frenzy has not ended, you can mark a new creature with no action required. Ravage Starting at 15th level, you can jump onto a creature and ravage them with your fangs. As an action you can spend 6 stamina points and target a creature within 5 feet of you. Your movement is reduced to 0 until the start of your next turn, and the target must make a Constitution saving throw against your stamina feature DC. On a failure the target takes 9d8 piercing damage and is restrained until the start of your next turn. On a success the target takes half damage and suffers