Nightstalker

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.

LevelProficiency BonusFeaturesPower Level
1st+2Nightstalker’s Focus, Born of the Wild
Focus Action Options
1st
2nd+2Tactical Power, Void Grenade Powers1st
3rd+2Nightstalker Profession, Studious Eye, Super Power
Assassin
Pathfinder
Trapper
1st
4th+2Ability Score Increase, Support Power1st
5th+3Extra Attack2nd
6th+3Archetype Feature2nd
7th+3Aspects of the Nightstalker2nd
8th+3Ability Score Increase2nd
9th+43rd
10th+4Unearthly Senses3rd
11th+4Archetype Feature3rd
12th+4Ability Score Increase3rd
13th+54th
14th+5Additional Aspect4th
15th+5Archetype Feature4th
16th+5Ability Score Increase4th
17th+65th
18th+6Spectre’s Shroud5th
19th+6Ability Score Increase5th
20th+6Lucid Hunter5th
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
Lure
Smoke Bomb

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
Voidwall Grenade

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
Moebius Quiver
Spectral Blades

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
Marksman’s Dodge
Truesight

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

Stylish Executioner

Trapper’s Ambush

Vanishing Step

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.