Shadow Stalker
Bodyguard | Burglar | Contriver
Courtier | Cutthroat | Investigator
Occult Blade | Shadow Stalker
Throwing Ace | Trapsmith
Using a combination of practiced expertise and mystical arts, shadow stalkers specialize in staying hidden and dealing deadly blows from the darkness. They get up close and personal with their targets, ducking into melee to deal a killing blow and trusting on their preternatural abilities to avoid detection. As they become more experienced, they gain the ability to occlude the very thoughts of their enemies, erasing the memory of their words and actions.
Hidden Attacker
Starting at 3rd level, you excel at staying hidden from your enemy’s sight even when on the attack. If you start your turn hidden from one or more creatures, you can activate this power to remain hidden from them until the start of your next turn. Attacking does not reveal your position, and you do not need cover to remain hidden. You can use this ability a number of times equal to your proficiency bonus, regaining all uses when you finish a short or long rest .
Shadow Stealth
Also at 3rd level, you are nearly undetectable when in the shadows, cloaking yourself in inky darkness and dampening the sounds of your movements. You gain advantage on Stealth checks when in darkness.
Deadly Blades
Starting at 9th level, you specialize in dealing killing blows when you catch your enemy unaware or on the back foot. You deal an additional 2d6 Sneak Attack damage when you hit a creature with a melee weapon and have advantage on the attack roll .
Stash the Evidence
Also at 9th level, you are adept at disposing of the corpses of your victims and squirreling away valuables you find on your adventures. Perception and Investigation checks made to find items you have hidden are made with disadvantage .
Vanishing Words
Starting at 13th level, your words have the power to make people forget their interactions with you. As an action, you can make a Deception check contested by the Insight of one creature who can hear and understand you within 30 feet. If you win the contest, the target forgets anything you have said over the last 5 minutes. You can choose for the target to believe instead that you were either silent the entire time or engaged in meaningless small talk. The first time a bystander reminds the target of your interaction with them, the target can make a Wisdom saving throw to recall the conversation. The DC of this saving throw is 8 + your proficiency bonus + your Charisma modifier.
Once you’ve used this ability, you must finish a long rest before you can do so again.
Erase from Memory
Starting at 17th level, you can draw on the power of darkness to literally disappear and make your enemies forget you were ever there. You can use a bonus action to magically become invisible for 1 minute. Attacking does not break this invisibility.
In addition, each creature within 60 feet that sees you use this ability must make a Wisdom saving throw . The DC of this saving throw is 8 + you proficiency bonus + your Charisma modifier. On a failed save, the creature’s memories of you over the past hour tare erased; while they still remember the basic events of that time, their memories have been altered not to include you. The target’s memories of actions you take after you use this ability are not affected.
Once you’ve used this ability, you must finish a long rest before you can do so again.