Night Stalker (5e Class)
From D&D Wiki
|Work In Progress|
An elf slips from shadows to shadows stealthy, daggers in hand ready for battle. He stands ankle in sewage. He watches the goblins as they rip apart a poor stray cat. With a flick of his wrist and like a flash of a light, the blade of his dagger embeds itself into the back of a goblin.
Home in the Sewers
This class is at home in an urban environment. Living in the underbelly of the cities living and traveling a path many very few dare to go. This class knows the dangers that live in the muck of the undercity and strives to clean it.
Creating a Night Stalker
Now think about who makes up your character, what is their background? How did they end up as a Night Stalker? Was it something they were born into? Are his or her family Night Stalker and trained you into it. Was it something they is discovering later in life.
What made them start adventuring? Did they decide to do this for the next thrill? Was is by pure chance you were in the wrong place at the right time? Are you looking for something existential or personal? All these questions are lead to better understanding your character and their motivations.
It can be hard to find good backgrounds for an Night Stalker. Folk Hero will be the most widely applicable background. A Urchin is also good for Night Stalker. A noble background could be chosen for how well educated lords and ladies can be interesting. Let your Creativity be your best guide for your background.
- Quick Build
You can make an Night Stalker quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution and Wisdom. Choose the Folk Hero background. Choose Intimidation, Acrobatics, and Athletics as your skills. Choose a pick and Thieves’ Tools and Burglar's Pack for your starting equipment in addition to anything granted by your background.
As a Night Stalker you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons, hand crossbow
Tools: Choose one.
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Athletics, Acrobatics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a club or (b) any simple weapon
- (a) a hand crossbow and 10 crossbow bolts or (b) two simple weapons
- (a) explorer's kit or (b) burglar's kit
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|1st||+2||Mark of Punishment, Method||1d4|
|2nd||+2||Second-Story Work, Combat Training||1d4|
|3rd||+2||Archetype, Secret Identity||2d4|
|4th||+2||Ability Score Improvement||2d4|
|8th||+3||Ability Score Improvement||4d6|
|11th||+4||Method Improvement, Quick Strike Improvement||5d8|
|12th||+4||Ability Score Improvement||5d8|
|16th||+5||Ability Score Improvement||6d8|
|19th||+6||Ability Score Improvement||7d10|
|20th||+6||Stroke of Luck||7d10|
Mark of Punishment
At 1st level, you can be exceeding violent towards the ones you deem guilty of violating your strict moral code. When a hostile creature causes damage to an ally or to an unarmed and otherwise harmless creature, you can mark that creature if you are able to see they, using your reaction.
Until the end of your next turn, or until you mark another creature, once per turn when you hit a creature with an attack, you cause additional damage equal to your Punishment die, which is a d4. This die and the amount of dice rolled changes as you gain night stalker levels, as shown in the Punishment column of the Night Stalker table.
At 1st level, you choose a method in which you engage to combat evil in the night. Your chosen method improves at 6th, 11th and 15th levels.
Also at 2nd level, you patrol the night by moving fast trough rooftops. Climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
At 2nd level, every night stalker has some basic knowledge in combat tactics that use unarmed strikes and simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only simple melee weapons and you aren't wearing heavy armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and simple melee weapons.
- You can roll 1 punishment die in place of the normal damage of your unarmed strike or simple melee weapon.
- When you use the Attack action with an unarmed strike or a simple melee weapon on your turn, you can make one unarmed strike, shove or grapple attempt as a bonus action.
At 3rd level, you choose your archetype. Your choice grants you features at 3rd level, and again at 9th, 13th and 17th levels.
Starting at 3rd level, you can unfailingly create false identities to protect those you love from retaliation. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Starting at 5th level, once per turn when you take the Attack action, you can forgo 3 of your Punishment Dice to make a second attack as part of that action. At 11th level you can forgo 5 dice to make two attacks as part of that action.
All attacks must be made using unarmed strikes or weapons allowed by your combat training, and at least one of the attacks must be made against a creature marked by the Mark of Punishment.
You can only do so if you would benefit from your punishment dice additional damage on that turn, trough the mark of punishment or other mean.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
At 10th level, you become immune to the frightened condition. In addition, any friendly creature within 30 feet of you gain advantage on checks against the frightened condition while you are conscious. They must be able to see you.
Starting at 14th level, you gain proficiency in all saving throws.
In addition, whenever you fail a saving throw, you can roll 1 Punishment Die, adding the result to the save, potentially turning a miss into a success. Using this ability on a Death saving throw causes you to regain 1 hit point on a success.
The amount of dice rolled on your punishment dice is reduced by 1 for each use of this feature. Your punishment dice returns to its normal amount when you finish a short or a long rest.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
At 3rd level, you embrace an archetype that define your approach when combating crime. Your choice give you features at 3rd level, and again at 9th, 11th and 17th levels.
Choose between the following options: Dark Knight, Vigilante, and Hero.
Dark Cowl are heroes who bear a great pain and suffering, due to a past trauma, and use this event as a driving force in their path of justice. They often rely on the use of fear to terrorize criminals, using one of the signature weapons of them against themselves. They exist in a soft opposition to the hero, because although both fight criminals, the hero focus on protecting the innocent, while the cowl focus in punishing transgressors.
- Dark Detective
At 3rd level, you gain proficiency in Investigation and Intimidation. If you are already proficient in those skills, you add twice your proficiency bonus on them.
You also are extremely efficient in extorting the truth from your enemies. If you hit a creature with an unarmed attack, you can force them to make a Charisma saving throw against your punishment save DC. On a failed save, the creature is unable to speak a deliberate lie and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if they succeeded or failed on their saving throw.
An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.
You can use this ability a number of times equal to your Charisma modifier (minimum once), and regain your uses when you finish a long rest.
- Dark Cowl Abilities
Starting at 3rd level, you master the art of shadows and fear. Whenever you use one of these abilities, your Punishment Dice is reduced by 2 until the start of your next turn (including on this turn, if you would benefit from its additional damage). You learn the following abilities:
- Shadow Walker. You can move trough shadows with ease, jumping on your opponents when they least expect. You can take the Hide action as a bonus action on your turn. In addition, when you are in an area of dim light or darkness, you can take the Hide action even when in plain sight, and gain the benefits of Dash and Disengage action when you hide.
- Terrifying Presence. Your mere presence can strike fear in the hearts of your enemies. When you use your Combat Training feature, you can attempt to inspire fear on a creature. Choose a target within 30 feet. The target must succeed on a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target is frightened by you until the end of your next turn.
- Analytical Eye. You are always aware for the weaknesses of those you oppose. You can use your bonus action to discover the target's damage resistances, damage vulnerabilities, damage immunities and condition immunities.
- Analytical Fighting
At 3rd level, you can analyze your targets, looking for weak spots. You can use your bonus action to make a Intelligence (Investigation) check versus the target's Charisma (Deception). On a success, that creature is targeted by your mark of punishment.
This lasts for 1 minute, or until you use mark of punishment or analytical fighting again on another creature.
- Dark Crusader
At 9th level, your life is a constant battle between good and evil, and your body is prepared to endure this constant struggle. You recover from 1 level of exhaustion after completing a short rest.
In addition, when you are reduced to 0 hit points, you can suffer 1 level of exhaustion to be reduced to 1 hit point instead.
- Unerring Eye
At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
- Mantle of Fear
At 17th level, when you are in dim light or darkness, you can choose to emanate a menacing aura until your concentration ends (as if you were concentrating on a spell). The aura extends for 10 feet centered on you.
Each creature of your choice that has currently less than 50 hit points or lower is frightened by you.
The vigilante bear many similarities with the dark cowl in terms of the reason why the fight crime, but reaching different conclusions. While the dark cowl usually have a great struggle inside themselves, avoiding certain acts, such as torture or murder to combat evil, Vigilantes embrace those acts, and more often than not become as vile as those criminals they wish to detain.
- Vigilante Abilities
Starting at 3rd level, you have a single goal on your mind: execute wrongdoers. Whenever you use one of these abilities, your Punishment Dice is reduced by 2 until the start of your next turn (including on this turn, if you would benefit from its additional damage). You learn the following abilities:
- Hampering Strike. When you hit a creature marked by the mark of punishment with an attack, the creature must succeed on a Constitution saving throw, or its movement speed is halved.
- Merciless Strike. When you hit a creature marked with the mark of punishment with an attack in which you had advantage, the creature must succeed on a Constitution saving throw, or the attack is a critical.
- Brutal Aggression. When you hit a creature marked with the mark of punishment with an attack, the creature must succeed on a Constitution saving throw, or suffer 1 level of exhaustion temporarily, that lasts for 1 minute.
- A Good Criminal is a Dead Criminal
At 3rd level, when a creature marked by your Mark of Punishment is reduced to 0 hit points, you can mark another creature you can see using your reaction. If you have reduce the creature to 0 hit points, you don't need to use a reaction.
- Deadly Strike
At 9th level, you have advantage on attack rolls against any creature that hasn't taken a turn in combat yet.
In addition, any hit you score against a creature that is surprised is a critical hit.
At 13th level, once per turn when you take the Attack action and miss a creature with an attack, you can repeat the attack against a different target within 10 feet of the original target, if it is within your reach or range, without using an action.
- Killing Blow
At 17th level, when you attack and hit a creature marked with your mark of punishment, you can force that creature to make a Constitution saving throw against your punishment save DC. On a failed save, the target is reduced to 0 hit points.
Once you use this ability, you can't use it again until you finish a short or long rest.
Heroes are the purest form of night stalkers. They fight crime with a sense of justness and kindness that borders naivety, and never rely on brutality to accomplish their goals. They see the need of acting in a polar opposite manner as the evil they face, both as a means to inspire others and to not become those they oppose.
- Hero Abilities
Starting at 3rd level, you devote yourself to protect the innocent. Whenever you use one of these abilities, your Punishment Dice is reduced by 2 until the start of your next turn (including on this turn, if you would benefit from its additional damage). You learn the following abilities:
- Distract. When you hit a creature marked with mark of punishment with an attack, you attempt to distract the target. The target must succeed on a Wisdom saving throw. On a failed save, its movement speed is halved and it has disadvantage on its next attack made until the end of its next turn.
- Savior. When you use your Heroic Rescue to protect a creature, you can move both you and that creature 10 feet in a direction of your choice, without provoking opportunity attacks.
- Defend. When you hit a creature marked with mark of punishment, you can give yourself and any friendly creature within 5 feet advantage on the next Strength and Dexterity saving throw made until the end of your next turn.
- Heroic Rescue
At 3rd level, you can launch yourself towards a creature in danger to protect it. When a creature takes damage, you can use your reaction to mark that creature with your Punishment Mark. When you do so, you can move towards that creature up to your movement speed, as part of the same reaction.
If you end your movement within 5 feet of that creature, you reduce the damage that creature would take by an amount equal to your Punishment Dice. You can't use your Punishment Dice again until the end of your next turn.
In addition, you can also use this feature when a creature within a distance equal to your movement speed is about to fall. Ending your movement within 5 feet of the creature avoid the fall.
- Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
- Defensive Master
Starting at 13th level, you excel at positioning yourself to protect your allies. You no longer can be surprised and have have advantage on initiative rolls.
In addition, on your first turn of combat, you can use your Heroic Rescue on a friendly creature of your choice within range, without using a reaction. Both you and the creature have the benefits of the Dodge action until the start of your next turn.
- Evasive Movement
At 17th level, you can evade and protect with great speed. You can use your bonus action to protect yourself with evasive movements. You gain the benefit of heroic action targeting yourself, even if you have already used your punishment dice on this turn.
At 1st level, you choose your tools of trade. Your choice give you features at 1st level, and again at 6th, 11th and 15th levels.
Choose between the following options: Super Powers, Gadgets, Martial Arts Training and Weapon Mastery.
By either birth or fate, some night stalkers have chosen to become night stalker in the first place due to an event in their life that have bestow upon them superhuman powers. They put these powers at the service of protecting the innocent, instead of using them for personal gain.
- Super Powers
Starting at 1st level, you start with one super power of your choice. Each super power grants you with a basic power, a advanced power and a boon.
- Power Boon. You gain a power boon, which is a power that is always active while you keep concentration. If you lose concentration, you can focus again on your power boon on the start of your turn, without using an action. You can choose another boon at 11th level, and one more at 17th level.
- Basic Powers. Basic powers are power that can be used by you at will, without spending resources. Your basic powers are determined by your chosen boon.
- Super Powers. Super powers do spend resources, and consume your punishment die in order to be used. Powers require a specific boon as a prerequisite. You start by knowing two powers, gaining two more at 3rd, 6th, 11th and 17th levels.
Some of your powers require a saving throw or an attack roll to trigger the effects. You calculate them as follows:
- Power save DC = 8 + your proficiency bonus + your Constitution modifier.
- Boon Options
- Super Strength. You have advantage on your Strength checks. In addition, you are considered one size larger for all purposes. This boon grant you the following basic power:
- Mighty Lift: As a bonus action, you can double your carrying, lifting and dragging capacity for 1 minute.
- Super Speed. Your movement speed increases by 10 feet. In addition, once a turn, you can move 10 feet without provoking opportunity attacks.
- Quick Step: As a bonus action, you can move 10 feet.
- Super Endurance. Your AC increases in +1. In addition, non-magical bludgeoning, piercing and slashing damage against you is reduced by half your proficiency bonus (rounded down).
- Endure Pain: As a reaction when you take damage from a weapon attack, you can reduce the damage in 1d6.
- Super Intellect. You have advantage on your Intelligence checks. In addition, over the course of a long rest, you can replace one Intelligence based skill you know for another Intelligence based skill.
- Quick Learning: You can use your action to gain proficiency in one skill of your choice, until the end of your nest turn.
- Super Senses. You gain blindsight up to a range in feet equal to your Wisdom score. In addition, you have advantage on Wisdom (Perception) checks based on hearing or smell.
- Enhanced Senses: As a bonus action, you can double the range of your blindsight.
- Super Healing (A.k.a healing factor). You automatically stabilize when reduced to 0 hit points. In addition, when at 0 hit points, you can use your Action to not be incapacitated.
- Regeneration: As an action, you can spend 1 hit die to regain that amount of hit points.
- Power Options (Super Strength)
- Brutal Strike. When you make a melee weapon attack using Strength, you can use your bonus action to cause additional damage to that creature as if it was marked by your Punishment Mark if you hit.
- Knockback. When you hit a creature with a melee attack using Strength, if you benefit from your Punishment Mark additional damage, you can use your reaction to try to push that creature back. You can choose to not roll any amount of punishment dice additional damage to, instead, push the creature 10 feet back for each die you choose not to roll.
- Mighty Leap. You can use your bonus action to jump up to 20 feet to any direction for each punishment dice you have. If you do so, you can't use your Punishment Mark additional damage until the end of your next turn.
- Feat of Strength. You can use your bonus action to gain +5 bonus to your Strength checks until the end of your next turn. If you do so, your Punishment Mark dice is reduced by 1 dice until the end of your next turn.
- Power Options (Super Speed)
- Agile Movement. As a bonus action, you can take the Dash action. Until the end of your next turn, your punishment dice is reduced in 1.
- Blur of Motion. As an action, you can cause yourself to be invisible during any of your movement during the current turn. Until the end of your next turn, your punishment dice is reduced in 1.
- Surge of Speed. As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed. Until the end of your next turn, your punishment dice is reduced by 1.
- Surge of Action. As a bonus action, you can Dodge or make one weapon attack. Until the end of your next turn, your punishment dice is reduced in 3.
- Power Options (Super Endurance)
- Iron Hide. As a bonus action, you can gain resistance to bludgeoning, piercing and slashing damage until the end of your next turn. For the duration, your punishment dice is reduced in 1.
- Though Skin. As a bonus action, you can increase your AC in +2 for 1 hour. For the same duration, your punishment dice is reduced in 1. You can end this earlier as a bonus action.
- Iron Resistance. As an action, you can forgo 5 punishment dice to gain resistance to bludgeoning, piercing or slashing damage (choose one) for 1 minute. For the duration, your punishment dice is reduced by 5.
- Elemental Resistance. As an action, you can give yourself resistance to acid, cold, fire, lighting or thunder for 1 hour. For the same duration, your punishment dice is reduced by 5. You can also reduce your punishment dice by 7 to gain immunity to the chosen damage type for the same duration.
- Power Options (Super Senses)
- Sixth Sense. As a bonus action, you open your senses to the slightness of the environmental changes; for 1 minute, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total. For the duration, your punishment die is reduced in 1.
- Quick Reaction. As a reaction against an attack made against you, you can impose disadvantage to that attack, potentially causing it to miss. When you do so, your punishment dice is reduced in 1 until the end of your next turn.
- Danger Sense. As an action, you can fully concentrate on your surroundings. For the next 8 hours, you can't be surprised, attacks against you can't have advantage and you gain +10 to your initiative. For the duration, your punishment dice is reduced in 3.
- Power Options (Super Intellect)
- Innate Mechanic. You have a natural comprehension of machines and gadgetry. You can create a gadget from the "Gadgeteering" method. The gadget lasts for 8 hours. For each gadget created with this ability, your punishment die is reduced in 1.
- Power Options (Super Healing)
- Wound Mending. As an action when you are at half your maximum hit points, you regain a number of hit points equal to your punishment dice. You can't be with more than half your maximum hit points using this feature.
- Regain Health. As an action, you can end one of these conditions on yourself: blinded, deafened, paralyzed, or poisoned. You also can remove a disease. When you do so, your punishing dice is reduced by 2 for a duration equal to the duration of the removed condition.
- Regain Life.When you are reduced to 0 hit points, you can use your reaction and spend 1 hit die to be reduced to 1 hit point instead.
- Regain Vigor. As an action, you can spend hi hit die to remove a reduction to ability score, to remove one effect that reduces hit point maximum or to reduce your exhaustion level in 1.
Starting at 1st level, you gain the ability to imbue mundane items, turning the, into gadgets. Whenever you finish a short or a long rest, you can touch a non-magical object and imbue it, choosing one of your known gadgets.
You can have two gadgets active at time, and two additional ones at 3rd, 6th, 11th and 15th levels.
- Object Use
At 1st level, you can replace one of your attacks to make an Use an Object action. You can also use an object as a bonus action on your turn.
- Combat Gadget
At 6th level, you can use any of your gadgets as a bonus action on your turn, regardless of taking or not the Attack action.
- Disassemble Gadgets
Also at 6th level, you can remove the power of a gadget and infuse another during a short rest.
- Advanced Gadgets
At 11th level, you can create technological wanders with your gadget creation. You can choose a number of spells of 5th level or lower from the wizard's list equal to your proficiency bonus...(must finish).
- Gadget Options
- Grappling Hook (or Web Launcher). You can use an action or one of your attacks to target a creature, surface or object within 20 feet. You can pull yourself towards any surface with a size larger than you. In addition, if the target have size medium or lower, you can make a Strength (Athletics) check to pull it to you and grapple it. You can spend additional infusions to make your grappling hook more resistant and longer, increasing its size in 20 feet and the maximum size of creatures you are capable to grapple in 1 for each infusion spent.
- Smoke Bombs. As an action, you can throw this gadget, of which you have an seemly endless supply, to cast fog cloud, centered on yourself. It lasts for a number of rounds equal to a roll of your punishment die. The fog has 10-foot radius.
- Electric Knuckle Dusters. The electric knuckle duster is a brass knuckle charged with electricity. It is considered a simple weapon, and causes 1d4 bludgeoning damage on a hit, plus 1d4 lighting damage. The lighting damage don't increase with the size of your punishment die, only the bludgeoning damage.
- On a critical hit, the target must succeed on a Constitution saving throw against your punishment save DC or is stunned until the start of your next turn.
- Ricocheting Weapon. You create a simple melee weapon that has the finesse, thrown (30/90) properties, and cause 1d8 damage. You can choose slashing, piercing or bludgeoning when you build this gadget.
- When this weapon is thrown, you can target two creatures within 10 feet of each other, making a separate attack against each target. The second target to be hit takes half the first hit damage. After thrown, this weapon returns to your hand.
- Protective Suit. You increase the AC of a suit of armor by 1. You can spend 2 gadget infusions with this one. If you spend three gadgets on this suit, whenever you take bludgeoning, piercing or slashing damage, you can use your reaction to reduce the damage by your proficiency bonus.
- Gliding Cloak. You make a cloak that allow you to glide when falling. When you fall more than 10 feet and aren't incapacitated, you can spread the cloak to reduce your falling speed to 30 feet a round, and take no falling damage. When falling in this manner, you can move 2 feet horizontally for each 1 feet of descent.
- Night Vision Lenses. When wearing these lenses, you can see trough heavy obscurement (such as thick fog or darkness) up to a range of 15 feet as if it were bright light. You also gain darkvision up to a range of 30 feet.
- Sticking Substance. You can throw a thick glue-like substance on a target within 30 feet. You must make a ranged weapon attack replacing one of your attacks, and on a hit, the target is restrained until the end of your next turn. If the target is grappled, you have advantage on this attack.
- Net Launcher. You build a device capable of shooting nets. This increases the range of nets to 20/60.
Martial Arts Training
Some night stalkers have been trained by a secret society or old master, learning some ancient technique and using the powers acquire to fight for justice.
- Advanced Martial Training
At 1st level, when you choose this Method, you gain the feature Combat Training, earlier than other night stalkers.
In addition, at 2nd level, your Combat Training damage die increases for unarmed strikes. You can roll a d6 in place of the normal damage for your unarmed strike. This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level. This increased damage can only be applied to an unarmed strike, and not to a simple melee weapon.
- Special Technique
At 1st level, you can learn one special technique, developed trough your martial arts training. You have the following options:
- Power Strike. You cam make a single, yet extremely powerful attack. When you gain this feature, choose one damage type, that can't be changed later. When you hit a marked creature with an unarmed strike, you can force that creature to make a Constitution saving throw against your punishment save DC. On a failed save, roll twice the amount of Punishment Dice for the extra damage and push the creature 15 feet back, causing damage from the chosen type. On a success, you don't double the punishment dice and the creature isn't pushed. This attack causes twice the damage against objects and structures.
- When you use the power strike, you can't use any feature that uses punishment dice, until the end of your next turn.
- Strike Barrage. You can make multiple strikes with incredible speed. On your turn, you can make one unarmed strike for each dice on your Punishment Dice pool. You don't need to take an action to make these attacks.
- You can't use strike barrage if you have used punishing dice to deal additional damage or for any other mean. When you use the strike barrage, you can't use any feature that uses punishment dice, until the end of your next turn.
- Powerful Fists
At 6th level, your unarmed strikes ignore resistances and immunity to non-magical damage.
In addition, once per turn when you hit a creature with an unarmed strike, you can use your Punishment Dice additional damage even without marking a creature.
- Physical Prowess
At 11th level, when you make a Strength, Dexterity or Constitution check, you can roll 1 punishment die and add to the roll. You can choose to use this ability after you roll the check, but before the outcome is determined.
When you do so, your punishment dice is reduced in 1 die until the end of your next turn.
- Parrying Hands
At 15th level, whenever you are hit by an attack, you can roll 1 punishment die as a reaction and add to your AC, including against the triggering attack. The effect last until the start of your next turn.
Sharpshooters, swordmasters and soldiers, weapon mastery includes any night stalker who specialize in the use of weapons and guns to do their job of fighting crime.
- Weapon Specialist
At 1st level, you become a specialized used of any types of weapons. You gain proficiency in Martial Weapons and medium armor, and can use your Combat Training features with any martial weapons that lack the heavy or two handed property.
In addition, you can make your bonus action attack with a weapon of your choice that lack the heavy or two-handed property. This attack don't add your ability modifier to the damage.
At 1st level, you can use your bonus action to prepare your aim and make extremely accurate shots. Until the end of your turn, any attack that hits with a ranged weapon cause additional damage equal to 1 punishment die.
- Close Quarters Combat
Also at 1st level, you become extremely apt at close ranged engagement. You have no penalty on making ranged weapon attacks against targets within 5 feet.
In addition, you can use your bonus action to block incoming attacks. When holding a weapon that lack the heavy or two handed property on your hand, you can use your bonus action to parry, gaining +2 to your AC until the start of your next turn.
- Favored Weapon
At 6th level, you can specialize in one specific weapon. Once per turn when you hit a creature with your chosen weapon, you deal additional 1d6 damage. You can replace the chosen weapon whenever you gain a level in this class.
This increases to 2d6 at 11th level.
- Weapon Focus
At 11th level, you can spend 1 punishment die to gain a deep focus on a single weapon for 1 minute, using your bonus action. Roll the die. For the duration, or until you are knocked unconscious or the weapon lose your grip, you gain a bonus to your attacks equal to the number rolled on the die.
- Uncanny Accuracy
At 15th level, once per turn when you miss an attack with your favored weapon, you can reroll the attack, and choose either result.
Prerequisites. To qualify for multiclassing into the Night Stalker class, you must meet these prerequisites: Dexterity 13
Proficiencies. When you multiclass into the Night Stalker class, you gain the following proficiencies: Light armor, simple weapons.