Solitary. Distant. Strange. All words leveled against him in the past. All true: the void isn’t as kind to everyone as it has been to him. When he first walked this path, he was warned that only a few stare into the abyss and survive—and that none emerge unscathed.
Perhaps that is why he speaks less and listens more than the other Hunters do. Perhaps that is why the pilgrims who trail behind him whisper in hushed, sometimes fearful tones. Perhaps that is why he ignores their speculation—if their words reach him, he shows no sign, because in between his ragtag group of refugees and the Last City lies a greater danger.
He leads the pilgrims between roving bands of Fallen pikes, disappearing whenever he embraces the void and steps through shadows, reappearing to place a whispering knife in a sentry’s back or to lead the refugees in a new direction. He knows the ruins of the Collapse as well as he knows himself, and he threads a path through them that at times seems reckless, almost mad. But his scouting never errs and his nerve never falters, despite the enemies that surround them.
Once the group is safe within the walls he’ll be gone again, flickering out of the City like the shadows that cling to his dusky armor, tracking humanity’s enemies, hunting them like the predator he is. Good cheer may be found in the City, but the void is always close, and beyond the safety of the walls, there’s work to be done.

Become the Night
All Hunters serve as advance scouts, and share a thirst to lay eyes upon the unknown. Yet Nightstalkers scout farther, look deeper, and step into the void, where few dare to venture—let alone reside. Of all Hunters, Nightstalkers tend to be the most solitary, the most far-ranging, and the most aloof. However, contrary to their reputation as loners, many Nightstalkers develop abilities and tactics specifically to benefit and support allies. Their essential ethic is not simply to go farther than anyone else as lone wolves, but to go where others cannot, into the dark, to harness the void for the sake of the pack.
Running Beside the Pack
Of Risen drawn to become Hunters, the shadowy profession of the Nightstalker attracts those with the keenest hunger to explore, and the strongest inclination to self-reliance. They may be introverted or reserved, yet they are not necessarily antisocial. Although they usually hold themselves somewhat apart, Nightstalkers often choose to join fireteams. When they do, they are prized for their superlative scouting skill and masterful use of void energies to bind and weaken enemies.
Recommended Exotics
Weapons: Le Monarque, Lorentz Driver
Armor: Graviton Forfeit, Oathkeeper
Class Features
As a nightstalker, your superclass is Hunter and your Power is derived from the Light. You gain the following class features.
| Level | Proficiency Bonus | Features | Power Level |
|---|---|---|---|
| 1st | +2 | Nightstalker’s Focus, Born of the Wild • Focus Action Options | 1st |
| 2nd | +2 | Tactical Power, Void Grenade Powers | 1st |
| 3rd | +2 | Nightstalker Profession, Studious Eye, Super Power • Assassin • Pathfinder • Trapper | 1st |
| 4th | +2 | Ability Score Increase, Support Power | 1st |
| 5th | +3 | Extra Attack | 2nd |
| 6th | +3 | Archetype Feature | 2nd |
| 7th | +3 | Aspects of the Nightstalker | 2nd |
| 8th | +3 | Ability Score Increase | 2nd |
| 9th | +4 | — | 3rd |
| 10th | +4 | Unearthly Senses | 3rd |
| 11th | +4 | Archetype Feature | 3rd |
| 12th | +4 | Ability Score Increase | 3rd |
| 13th | +5 | — | 4th |
| 14th | +5 | Additional Aspect | 4th |
| 15th | +5 | Archetype Feature | 4th |
| 16th | +5 | Ability Score Increase | 4th |
| 17th | +6 | — | 5th |
| 18th | +6 | Spectre’s Shroud | 5th |
| 19th | +6 | Ability Score Increase | 5th |
| 20th | +6 | Lucid Hunter | 5th |
| Optional: Become Prismatic |
Hit Point Stats
Shield die: d10
Shield recharge roll: (1d10 per Power level) + your Power modifier
Maximum Overshields: 5 times your Power level
Shield points at 1st level: 10
Shield points at higher levels: add 6 (or 1d10) for each level after first
Health points at 1st level: 10 + your Constitution modifier
Health points at higher levels: add your Constitution modifier for each level after first, minimum +0
Starting Proficiencies
Armor: Light, medium
Weapons:
- Simple Melee Weapons: all
- Martial Melee Weapons: small blades, standard blades, polearms
- Martial Ranged Weapons: Combat bows
- Simple Firearms: all
- Martial Firearms: breech grenade launchers, fusion rifles, light machine guns, linear fusion rifles, shotguns, sniper rifles, trace rifles
Saving Throws: (Choose Strength or Dexterity) and Wisdom
Skills: Nature and any two other skills of your choice
Power Stats
Power ability score: Wisdom
Power modifier: your Wisdom modifier
Power level: see nightstalker table
Power save DC: 8 + your proficiency bonus + your Wisdom modifier
Power attack modifier: your proficiency bonus + your Wisdom modifier
Power saving throw: make a Wisdom saving throw
Hunter’s Instincts
As a Risen Hunter, you are proficient in the Survival skill, and you may take the Disengage action as a bonus action on your turn.
Also, after jumping, you can perform one additional jump while airborne from your initial jump and not Prone. This additional jump is performed as a standing jump if your initial jump was a standing jump, or as a running jump if your initial jump was a running jump. It still costs 1 foot of movement for every foot you jump, as normal.
Finally, when calculating your jump distances, you may use your Dexterity score/modifier in place of your Strength score/modifier.
Nightstalker’s Focus
Even at 1st level, your preternatural focus grants you heightened awareness and increased combative capabilities. You already know how to take a special kind of action called a Focus action. You know 1 Focus action right now, choosing from the list at the end of this class description. You learn additional Focus actions as you level up in this class (see the nightstalker class table).
Action Cost and Restrictions. You spend your action to take a Focus action. If a Focus action calls for casting a Power, you must have and spend an appropriate Power charge, like normal, in order to take that Focus action.
Swapping Known Focus Actions. Being able to take a Focus action means you’ve spent long hours practicing that action. If you spend a week of downtime practicing with a new Focus action, you may forget one Focus action you currently know in order to learn the new one.
Born of the Wild
The void calls to you, drawing you to the quietude of empty spaces. You typically feel more at home in the wilds than within the confines of the City walls, and as such you are particularly familiar with natural environments. You gain the following benefits:
- You have a climbing speed and swimming speed equal to half your base walking speed.
- You have superior vision in dim and dark conditions, granting you darkvision.
- Nonmagical and non-paracausal difficult terrain doesn’t slow your movement.
If you’re traveling alone, you can move stealthily at a normal pace. - You may always use your Wisdom ability score when determining your modifiers for Arcana, Investigation, and Nature checks.
Tactical Power
At 2nd level you gain your tactical Power, which you cast by spending a tactical Power charge. You have one tactical Power charge, and the maximum you can have is one. Choose one of the following tactical Powers to learn now.
Cloak
Casting Time and Type: 1 action, tactical Power
Range: self
Recharge die and score: d6, 6+
Duration: Instantaneous
You grant yourself Active Camouflage, which lasts up to 1 minute.
Lure
Casting Time and Type: 1 action, tactical Power
Range: 40 feet (mortar)
Recharge die and score: d6, 6+
Duration: Up to 1 minute
You throw a bundle of your void Light at a hard surface within range, where it remains for the duration. Creatures who start their turn within 10 feet of the lure, or who enter a space within 10 feet of it for the first time on a turn, must succeed on an Intelligence saving throw or experience a cognitive dissonance between reality and their perceptions (this is considered a save against an illusion).
Before doing anything else on its turn, the creature must use as much of its movement as possible to approach the lure, but only if it could reasonably reach the destination of the lure. For instance, a creature could be compelled to move into an obviously deadly hazard, such as the area of the Spike grenade Power, but it wouldn’t be compelled to jump off a cliff to reach a lure hanging in the air unless it had a fly speed.
The creature can’t move away from the lure until it succeeds on the Intelligence saving throw, or comes under an effect that overcomes illusions.
You can only have one lure ongoing at a time. If you cast a new lure, your old lure dissipates. This tactical Power also ends early if you are Incapacitated.
Smoke Bomb
Casting Time and Type: 1 action, tactical Power
Range: 20 feet
Recharge die and score: d6, 6+
Duration: Up to 1 minute
You devise a clever, compact smoke bomb infused with a pinch of void Light, which you throw at a hard surface you can see within range. It sticks to the surface and remains in place for the duration. At any point during this time you may choose to cause the puck to detonate, starting the effects of this Power.
Paracausal Sensors. Whenever a creature moves within 5 feet of the puck, unless the creature is immune to divination, you are aware of that creature’s presence and whether it is hostile to you. This effect stops when the smoke effect starts.
Smoke Effects. The puck breaks apart and an opaque cloud of smoke spreads to fill a 5-foot radius sphere, centered on where the puck broke. The cloud spreads around corners, and the area of the cloud is considered heavily obscured. A creature with darkvision can’t see through the cloud, and nonmagical/non-paracausal sources of light can’t illuminate it. Creatures of your choice can see through the cloud as if it were only a lightly obscured area.
The cloud disperses at the start of your next turn.
Void Grenade Powers
Also at 2nd level you gain your grenade Power, which you cast by spending a grenade Power charge. You have one grenade Power charge, and the maximum you can have is one. You learn the Spike and Voidwall grenade Powers now. If you opt to learn a new grenade Power when your proficiency bonus increases, you choose from the void grenade Power list.
Spike Grenade
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 7+
Duration: Up to 1 minute
You throw a void-made grenade onto a hard surface within range. The grenade remains in place up to the duration, and it monitors an active area that consists of a 15-foot cone which must extend perpendicularly out from the surface the grenade is stuck to.
For the duration, if a creature enters the monitored area for the first time on a turn, or if it ends its turn in the area, it must make a Constitution saving throw. A creature takes 2d8 void damage on a failed save, or half as much on a success.
Power-Made Device. This grenade can be destroyed if it takes any amount of damage. For this purpose, the grenade has an AC equal to 10 + your Power level, fails all saving throws, and is immune to poison or psychic damage.
At Higher Levels. When you cast this grenade at a Power level of 2nd or higher, its damage increases by 1d8 for each Power level you are above 1st.
Voidwall Grenade
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 7+
Duration: Concentration, up to 1 minute
You toss a grenade of void Light onto a hard surface within range. On impact with the surface, the grenade instantly creates a wall of void Light that can be up to 25 feet long, 5 feet high, and 5 feet thick. The wall partially blocks line-of-sight, its area is considered paracausal difficult terrain, it lasts for the duration, and it must travel along the ground.
All creatures in the area must make a Constitution saving throw, taking 3d6 void damage on a failed save, or half as much on a success. For the duration, any creature that ends their turn within the area, or who enters the area of the wall for the first time on a turn, must also make the same saving throw.
At Higher Levels. Casting this grenade at a Power level of 2nd or higher causes its damage to increase by 1d6 for each Power level you are above 1st.
Nightstalker Profession
At 3rd level, you choose to focus on and train in a Nightstalker Profession: the Trapper, the Pathfinder, or the Assassin, all detailed at the end of this class description. Your choice grants you unique features as you level up in this class.
Studious Eye
By the time you reach 3rd level, you’ve developed a keen sensitivity to the weaknesses of your enemies. When you make a weapon attack on your turn, you may choose to first use a free action to make a Wisdom (Survival) check against a DC equal to 8 + half the CR of the target (round up). If you succeed on your roll, you may assess the creature in one of the following ways, and your Architect will report truly to you. If the creature doesn’t have a stat to report (for instance, if a creature doesn’t have energy shields), that is conveyed to you as well.
- Calculative Assessment: All condition immunities and all saving throw proficiencies.
- Defensive Assessment: Armor class, current health points, and maximum health points of the creature.
- Shield Assessment: Energy shield alignment, current energy shield points, and maximum energy shield points of the creature.
- Strategic Assessment: Individual CR of the creature, its classification, all damage vulnerabilities, resistances, and immunities.
You can use this feature outside of initiative if you study the creature for a period of at least 1 minute, or if you study at least 10 minutes of clear footage of the creature.
Super Power
When you reach 3rd level, you learn to cast your super Power, which you do by spending your super Power charge. You have one super Power charge. Regardless of any other features, traits, exotic items, or other sources, you may never have more than one super Power charge. Choose one of the following super Powers to learn now.
Black Hole
Casting Time and Type: 1 action, super Power
Range: 20/120 ft.
Recharge die and score: d20, 18+
Duration: Concentration, up to 1 minute
You craft a bow of void Light and shoot a single arrow from it at a target you can see within range. Make a ranged Power attack roll. On a hit, the target takes 4d8 + your Power modifier in void damage. Hit or miss, the bow dissipates and a void anchor forms directly on the target. The void anchor is what you concentrate on for this Power.
Void Anchor. A void anchor is an intangible 5-foot diameter sphere of void Light paracausally mounted in place. The anchor creates a 10-foot radius sphere of active area centered on itself. Upon creation, all creatures of your choice within the active area must succeed on a Strength saving throw or they become Restrained and Weakened.
For the duration, if a creature enters the anchor’s active area or ends its turn within the active area, you may choose to subject it to the same Strength saving throw.
A creature Restrained in this way may retry the same Strength saving throw at the start of each of its turns, ending the Restrained condition on itself early on a success.
A creature Weakened in this way stops being Weakened when it leaves the void anchor’s active area or when the duration of this Power ends, whichever happens first.
Blood Bound. If a creature within the active area of the void anchor is reduced to 0 hit points, you may reduce your remaining rounds of duration on this Power by 2 to cause all other creatures of your choice within the active area to take 1d6 void damage. You may only invoke this effect once on a turn.
Namesake. On your turn, you may reduce your remaining rounds of duration by 1 to cause all creatures of your choice within a 15-foot radius sphere of the anchor to make a Strength saving throw. A creature who fails this saving throw is pulled up to 10 feet toward the void anchor.
At Higher Levels. The damage this Power causes on a hit increases by 2d8 for each Power level you are above 1st.
Moebius Quiver
Casting Time and Type: 1 bonus action, super Power
Range: self
Recharge die and score: d20, 20+
Duration: Concentration, up to 1 minute
You create a combat bow out of your void Light in your free hands and begin concentrating on it. It has the stats and properties below. While wielding this weapon, your base walking speed increases by 10 feet.
Weapon Name: Dusk Bow
Damage: 2d6 void
Range: 30/80 ft.
Properties: Power Weapon, Special (combat bow), Two-handed, Unwieldy
Hail of Arrows. As an action, you may reduce your remaining rounds of duration on this power by 4 in order to shoot three arrows from the bow all at once. Each arrow must be shot at a target within a 30-foot cone. You may choose multiple different targets, or the same target multiple times. Resolve the attack and damage rolls of each arrow separately. The damage die size of your dusk bow increases by one for this action.
Stowed Light. While concentrating on this Power, you may use your item interaction to stow the dusk bow within your Light. The duration of the Power continues as normal and it is still considered a source of concentration, but you do not need to make concentration checks to maintain its duration while the bow is stowed.
At Higher Levels. The damage of your dusk bow increases by 1d6 for each Power level you are beyond 1st.
Spectral Blades
You create up to two knives of void Light, each in a free hand. Both weapons have the stats and properties shown. While wielding both blades, your base walking speed increases by 10 feet. These Power weapons may benefit from the Extra Attack feature.
Weapon Name: Void Blade
Damage: 2d6 void
Reach: 5 ft.
Properties: Agile, Power Weapon
Shield Alignment. While concentrating on this Power and wielding both of your void blades, your energy shields are considered void-aligned.
Reach of the Void. When you make a melee attack with these weapons, you can choose to move up to 5 feet toward the target as part of the attack, but only if doing so would put you within reach of the target. This movement cannot provoke reactions, and you must make your attack against the target you moved toward.
Vanish. When you cast this Power, you are also enveloped by the void and gain Active Camouflage. For the duration, if you end your turn and don’t have Active Camouflage, you gain Active Camouflage. You lose this Active Camouflage if you aren’t wielding at least one of your void blades.
At Higher Levels. When you cast Spectral Blades at a Power level of 2nd or higher, the base damage of your void blades increases by 1d6 for each Power level you are beyond 1st.
Ability Score Increase
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.
Support Power
Beginning at 4th level, you learn to cast your support Power, which you do by spending a support Power charge. You have one support Power charge, and the maximum you can have is one. Choose one of the following support Powers to learn now.
Gambler’s Dodge
Casting Time and Type: 1 bonus action, support Power
Range: Self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
You gain the benefits of the Dodge action and may make one tactical Power recharge roll for each hostile creature within 10 feet of you.
Marksman’s Dodge
Casting Time and Type: 1 bonus action, support Power
Range: Self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
You gain the benefits of the Dodge action and the following additional effects:
- One weapon you are already holding is reloaded, overcoming the Cumbersome property if present.
- Until the start of your next turn, that same weapon has its critical hit range increased by one, and its critical miss range decreased by one.
Truesight
Casting Time and Type: 1 item interaction, support Power
Range: self
Recharge die and score: d6, 6+
Duration: Up to 1 minute
You grant yourself truesight to a range of 10 feet. This truesight can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt, as well as by anything that prevents divination. It lasts for the duration or until you are Incapacitated, whichever happens first.
At Higher Levels. The range increases to 15 feet beginning at 7th level, then to 20 feet at 14th level.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action with a non-Power weapon on your turn. Attacks with Power weapons may only benefit from this feature if the weapon’s description explicitly allows it.
Aspects of the Nightstalker
At 7th level, you gain one of the following Aspect features of your choice. You can’t choose an option more than once, even if you later get to choose again.
On the Prowl
On your turn, you can choose one creature you can see within 30 feet to mentally mark as your priority target. You can only have one priority target at a time. Once on a turn, when you hit your priority target with a weapon or Power attack roll, you may deal an additional 1d6 void damage to it. If the priority target is reduced to 0 hit points, choose one of the following effects:
- You and creatures of your choice within 10 feet of you can make a melee, grenade, and support Power recharge roll.
- A cloud of smoke appears, as defined by the Smoke Bomb tactical Power. It’s centered on the creature.
Stylish Executioner
If you reduce a hostile creature to 0 hit points while under the effects of Truesight, you can use this Aspect to immediately gain Active Camouflage for up to 1 minute. You can do this a number of times equal to your Power modifier (minimum once). You regain all uses when you complete a long rest.
Trapper’s Ambush
After casting a nightstalker tactical Power, all creatures of your choice within 5 feet of you gain Active Camouflage until the end of their next turn. You also learn the Quickfall tactical Power, shown next.
QUICKFALL
Casting Time and Type: 1 attack, tactical Power
Range: self (airborne only)
Recharge die and score: d6, 6+
Duration: Instantaneous
Shrouded by the void, you rapidly descend directly downwards from a height of at least 5 feet, but no more than 20 feet, and impact a ground you can stand on. All creatures of your choice within 5 feet of your impact site must succeed on a Constitution saving throw or become Weakened for the next minute. A Weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself early on a success. A creature who succeeds on the saving throw, or for whom the effect ends, is immune to being Weakened in this way for 24 hours.
You can’t cast this Power if there isn’t a ground within range, nor if your speed is 0.
Vanishing Step
When you cast a nightstalker support Power, you are granted Active Camouflage until the end of your next turn. You also learn the Shadestep support Power, shown below.
SHADESTEP
Casting Time and Type: 1 bonus action, support Power
Range: Self
Recharge die and score: d6, 5+
Duration: Instantaneous
You teleport up to 10 feet, taking all carried and worn equipment of your choice with you when you do. The maximum distance you can teleport increases to 15 feet beginning at 11th level, then to 20 feet at 17th level.
Unearthly Senses
Beginning at 10th level, your perceptive senses are supernaturally acute. You gain your choice of either keen scent (5 feet) or tremorsense (20 feet).
Additional Aspect
At 14th level, you may choose a second nightstalker Aspect.
Specter’s Shroud
At 18th level, you have mastered conventional and paracausal stealth techniques, using the Light to easily become part of the darkness. If you gain Active Camouflage on your turn, you may use your bonus action to take the Hide action before the end of your turn.
Lucid Hunter
At 20th level, your unbreakable connection to the all-pervasive void keeps your mind clear as an interstellar vacuum. Once per long rest, you may use your action to take two Focus actions on your turn, instead of only one.
Nightstalker Professions & Focus Action Options
Nightstalkers’ scouting abilities, stealth skills, and control over void energies all vary from one practitioner to the next, but are broadly regarded as belonging to three distinct professions. Your chosen Profession will influence what you learn and how you use it as you venture deeper into the night.
Not all nightstalkers are so altruistic with their skills. Under the Profession of the Assassin, you call upon a supernatural awareness of your enemies that allows you to stalk any battlefield with impunity, and strike with deadly accuracy.
Combat Specialty
When you train into this Profession at 3rd level, you learn a fighting specialization with a distinct style. Choose one of the following options. You can’t select a Combat Specialty option more than once, even if you later get to choose again.
Dual-Wielder. You can now add your ability modifier to the damage of offhand weapon attacks you make with Agile weapons. You may also dual-wield a Main-handed weapon with an Agile weapon without penalty. Finally, you may now use a free action on your turn to perform a single swap motion.
Hamstring. Once on a turn when you hit a target with a weapon attack roll, you may force the target to make a Strength saving throw against your Power save DC. On failure, the target is either knocked Prone or its speed is reduced to 0 until the end of its next turn, your choice.
Insightful Initiative. You may add your Wisdom modifier to your initiative rolls.
Improved Aim. While Aiming, the critical hit range of scope weapons you’re proficient with is increased by one and their critical miss range is decreased by one.
Reposition
Beginning at 6th level, you can move up to half your speed when an enemy you can detect ends its turn within 5 feet of you. You can’t do this again until the start of your next turn. If you choose to use your reaction to do this, this movement doesn’t provoke reactions.
Additional Specialty
At 11th level, you may choose a second Combat Speciality, choosing from the list in this archetype.
Bump in the Night
At 15th level, if you are Undetected at the start of a combat, you gain a surprise round. Any hit you score against a creature Surprised by you is a critical hit.
As a professional Pathfinder, you specialize in using your knowledge of the terrain as much a fighting tool as your weapons. Frequently, it is up to you to clear the path through the night for your allies, regardless if that means through thick forests or thick battles.
Lead the Way
When you pick this profession at 3rd level, you gain Expertise with the Survival skill, and your base walking speed increases by 10 feet (to a maximum total of 45 feet). Your swimming speed and climbing speed become equal to your base walking speed.
After You
At 6th level, if you have the option to make an opportunity attack, instead of doing so, you may grant the opportunity attack to another creature you can clearly communicate with within 30 feet of you. They also spend their reaction to take the opportunity attack, like normal. Once you do this, you must wait until the start of your next turn before you can do so again.
Combat Clarity
Starting at 11th level, you have advantage on melee and support Power recharge rolls you make while at least two allies you can detect are within 10 feet of you.
Heart of the Pack
At 15th level, you deeply value those you allow to become your comrades. When you strike a killing blow, it is as much for them as for yourself. If you reduce a hostile creature to 0 hit points, you and all other Risen creatures of your choice within 10 feet of you may gain Overshields.
You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all uses when you complete a long rest.
As a professional Trapper, you wreak stunning devastation by containing your enemies and controlling their options for escape. When your traps are set, your foes quickly become ripe prey for your allies—or for you to wipe out alone.
Delayed Activation
Training into this Profession at 3rd level teaches you fine control over the deployment of your grenade Powers. As an action, you cast a void grenade Power you know, but instead of resolving it now, you envelope it in a Light-crafted device. The grenade Power lies dormant while within the device.
Place the device on a hard surface you share a space with and make a Sleight-of-Hand check when you do. At any time during the next hour, you may choose to cause the device to activate, releasing the power of its encased grenade. If the duration passes without activating, the device and the grenade within fade away harmlessly.
While you can make grenade recharge rolls during this time, spending a grenade Power charge causes your device and the grenade within to dissipate harmlessly.
Paracausal Sensors. Whenever a creature moves within 5 feet of the device, unless the creature is immune to divination, you are aware of that creature’s presence and whether it is hostile to you. This effect stops when the device activates.
Activation Effect. Your void grenade Power resolves and the device is destroyed. If the grenade Power requires an impact point, that point is the space where you placed the device. If the grenade Power requires an attack roll, make the attack roll using the distance between where you placed the device and the target to determine range effects.
Power-Made Device. This device holding your grenade can be destroyed if it takes any amount of damage. For this purpose, the device has an AC equal to 10 + your Power level, fails all saving throws, and is immune to poison or psychic damage.
Hiding the Device. A creature must succeed on a Perception check against your Sleight-of-Hand in order to spot the device. A creature that does not spot the device has disadvantage on saving throws against the effects of the grenade. Alternatively, if the grenade requires an attack roll, the attack roll has advantage if the creature does not spot the device.
Restraining Light
At 6th level, when you cast a void grenade that calls for a saving throw, creatures who fail the saving throw are also Restrained by the grenade for the next minute. A Restrained creature can make a Strength saving throw at the start of each of its turns, ending the condition on itself early on a success. Creatures that succeed on the grenade’s saving throw, or for whom the Restrained condition ends, are immune to being Restrained in this way again for 24 hours.
Improved Grenades
At 11th level, the recharge value of all void grenade Powers you know is reduced by 1 for you, including grenade Powers you learn in the future. Additionally, you may always add your Power modifier to the damage you deal with any void grenade Power you cast, if it doesn’t already do so.
Heal From Pain
At 15th level, you may use a bonus action to regain 1d6 shield points for each creature who is Blinded, Deafened, Frozen, Poisoned, Restrained, Scorched, Severed, Stunned, or Weakened within 15 feet of you.
You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all uses when you complete a long rest.
Focus actions are listed alphabetically. It costs your action to take a Focus action.
Critical Eye
You focus on a single, well-placed shot. Take a shot with a medium- or long-range weapon against a target you can see. Your critical hit range is increased by three for this shot, and you have disadvantage on all saving throws you make until the start of your next turn.
Create an Opening
Make a non-Payload weapon attack. If your attack roll hits, instead of you rolling damage, a creature of your choice may use their reaction to make their own non-Payload weapon attack against the target with advantage. The creature who takes the reaction granted by this Focus action also becomes Empowered (rank 1). This becomes Empowered (rank 2) when you reach 7th level, then it becomes Empowered (rank 3) when you reach 14th level.
Leeching Strike
Make a non-Payload melee weapon attack against a creature you can see. On a hit, you recover 2d6 shield points. Beginning at 17th level, this increases to 4d6 shield points.
Poisoned Weapon
Make a melee weapon attack against a hostile creature you can see. On a hit, the target must make a Constitution saving throw against your Power save DC. A target that fails this saving throw is Poisoned for the next minute, and it takes 1d6 poison damage at the end of each of its turns while Poisoned in this way. This increases to 2d6 poison damage beginning at 17th level.
A Poisoned target can repeat the Constitution saving throw at the end of each of their turns, ending the effect on itself early on a success. A target that succeeds on the saving throw, or for whom the effect ends, is immune to being Poisoned in this way for 24 hours.
Overlook
You widen your focus to the whole battlefield. Until the start of your next turn, when a hostile target you can see makes a spell attack or weapon attack against a creature you can also see, you may make a non-Payload weapon attack against the hostile target first. If you hit, instead of rolling damage, the target’s attack misses.
You can only attack a hostile target once on a turn in this way. You are also limited in the amount of total weapon attacks you can make with this Focus action (equal to your Wisdom modifier, minimum 1 weapon attack).
Finally, if you take a reaction, the effects of this Focus action ends early.
Pincushion
Make one more attack than you normally could with the Attack action, using a weapon that doesn’t have the Payload or Unwieldy property. Make your attack rolls first, granting each roll a bonus +2 to hit. If you miss with one attack, you miss with all attacks.
Poisonous Smoke
You must know the Smoke Bomb tactical Power to use this Focus action.
Cast your Smoke Bomb tactical Power and, after accounting for all the normal effects of the Power, all creatures of your choice within the cloud must make a Constitution saving throw against your Power save DC. A creature that fails this saving throw is Poisoned for the next minute. A Poisoned creature can repeat the Constitution saving throw at the end of each of their turns, ending the effect on itself early on a success. A creature who succeeds on their saving throw, or for whom the effect ends, is immune to being Poisoned in this way for 24 hours.
The smoke cloud of your Smoke Bomb tactical Power lasts for up to 1 minute when you use this action, but dissipates if you cast Smoke Bomb again. For the duration of the cloud, a creature who enters its area for the first time on a turn is also subject to the saving throw of this Focus action.
Stunning Blow
You make a single, amplified attack with a non-Payload weapon. On a hit, the target must succeed on a Constitution saving throw against your Power save DC or become Stunned for the next minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself early on a success. A target who succeeds on the saving throw, or for whom the effect ends, is immune to being Stunned in this way for 24 hours.
Sunder Strike
Make a non-Payload weapon attack against a creature you can see. If your attack roll hits, choose one of the following effects:
- The creature cannot ignore the effects of critical hits against it, nor can it prevent opportunity attacks during its movement.
- The creature cannot take bonus actions or reactions, nor legendary actions costing 3 or more actions.
- The creature’s AC is reduced by half your Wisdom modifier.
The effect you choose lasts for the next minute, but all Sunder Strike effects end early if the creature uses its action to Dodge, or if the creature ends all ongoing conditions on itself. A creature can be subject to Sunder Strike multiple times, but the same effect can’t affect it multiple times.
