Dark Stalkers train to hunt in low-light conditions - whether that be seedy back alleys, canopied jungles or the Undercities. These hunters use the dark, a source of fear for the unaccustomed, to their benefit when hunting their prey. While mostly seen in the Undercities, Dark Stalker will comfortably hunt anywhere there are credits to be made and shadows to hide in.
Starting at 3rd level, you learn an additional tech when you reach certain levels in this class, as shown in the Dark Stalker Tech table. The tech counts as an Auditor tech for you, but it doesn't count against the number of Auditor techs you know.
Dark Stalker Tech |
|
Auditor Level |
Techs |
3rd |
Second Skin |
5th |
Private Server |
9th |
Install Fear |
13th |
Greater Cloaking |
17th |
Hardlight Second Skin |
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.
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.
By 7th level, you have installed new software to resist the mind-altering tech 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 use your heightened reflexes and vision-obscuring tech to avoid your foe's attacks. 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.