5e:Nightstalker/Rogue
Nightstalker is a roguish archetype of the Rogue class.
Nightstalker
Nightstalker rogues are trained to seek out and exterminate these creatures of enmity utilizing stealth. Nightstalker Features
Rogue Level | Features |
---|---|
3rd | Enmity, Esoteric Knowledge |
9th | Extra Turn |
13th | Iron Resolve, Turn Creatures of Enmity |
17th | Critical Strike |
Enmity
3rd level Nightstalker feature.
You have enmity with a certain type of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiends, shapechangers, or undead. These are creatures of enmity.
You also learn to speak, read, and write one of the following languages:
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang, or
- redirect: Template:5xlang.
You may gain enmity with an additional type every 5th level hereafter (8th, 13th, and 18th). You do not gain additional languages at these levels.
Esoteric Knowledge
3rd level Nightstalker feature.
Your esoteric knowledge grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity.
Extra Attack
9th level Nightstalker feature.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Iron Resolve
13th level Nightstalker feature.
You gain proficiency in Charisma saving throws.
Turn Creatures of Enmity
15th level Nightstalker feature.
You gain the ability to turn creatures of enmity. As an action, you present your holy symbol or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If the creature fails its saving throw, it is turned. This lasts for 1 minute, or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.
Once a nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest.
Critical Strike
17th level Nightstalker feature.
You learn to exploit a creature’s weaknesses. Your weapon attacks score a critical hit on a roll of 19 or 20. Against a creature of enmity, you do so on a roll of 18-20.