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# Rogueish Archetype : Stalker ### Tech Adept You gain proficiency in Tinkerer's tools if you don't already have proficiency with them. (if your DM allows fire arms at the table you also gain proficiency in fire arms) ### Stalkers Gauntlet Starting at 3rd level you have designed your own version of the Stalker's Gauntlet. This is a gauntlet that acts as the control panel for your modular technology. Your Stalker's Gauntlet has a number of charges on it equal to the number of ranks you have in the Enchanting skill. While wearing your gauntlet, you can spend these charges to activate abilities of your Modular Techs. If your gauntlet is destroyed, you can rebuild your gauntlet by using 200 gp worth of materials (specific materials depend on setting) and you must spend an hour to attempt to rebuild it. At the end of the hour you must make a DC 12 Enchanting Check. On a success you rebuild your Stalker's Gauntlet. On a failure you can gather the materials and attempt to build it again another time. ### Modular Tech Starting at 3rd level you have begun building Modular Techs. When you gain this ability you can choose any one modular tech worth 100 gp or less and build it for free. You can build new Modular Techs first by finding the designs for it (or drafting up the designs yourself), then you must spend the corresponding gold worth of materials as well as the time required to build it as described in the description of the Modular Tech. After the time required to build has past you must make a Enchanting check against the DC described by the Modular Tech. If you succeed you gain access to that Modular Tech. If you fail you cannot create the modular tech. You can salvage materials worth half as much as what you started with. You can gain an additional Modular Tech for free at 7th level (worth 200 or less gp), at 13th level (worth 400 or less gp) and at 19th level (worth 1000 or less gp). After completing a long rest you can choose a number of Modular Techs equal to a third of your rogue level (rounded down) plus your Intelligence modifier. Those Modular Techs are considered to be prepared. You can only use the abilities of a Modular Tech if it is prepared as those are the only ones which are currently connected to your Stalker's Gauntlet, which has a limited amount of connections it can make. For any spells that you cast using features included in this class, Intelligence (Enchanting) is your spell casting ability. Any saving throws referenced by abilities in this class are against your spell save DC.
**Spell Save DC** =
8 + Enchanting attack modifier
**Spell attack modifier** =
Enchanting attack modifier
\columnbreak #### Beacon *25 gp, 10 minutes, DC 10* You have a beacon that you can remove from your gauntlet and place anywhere you can reach, sticking to whatever surface it is placed on, as a bonus action. As an action you can use your gauntlet to learn the relative location of the beacon to you as long as it is within 1 mile of you. #### Phasing *100 gp, 1 hour, DC 14* You can attempt to phase through an enemies attacks. You may cast *shield* as a reaction without any components spending 1 charge of your Stalker's Gauntlet. #### Tracker Bugs *100 gp, 1 hour, DC 14* You can place tracking technology on a creature to have your attacks hit them harder and be able to track them anywhere. You can cast *hunters mark* at 3rd level without any components spending 1 charge from your Stalker's Gauntlet. Additionally as an action you can immediately know the general cardinal direction towards the target relative to you as long as it is within 1 mile of you. #### Advanced Armour *200 gp, 1 hour, DC 15* You have a reserve of energy that can be used to increase your armors capabilities temporarily. As an action you can expend a charge of your Stalker's Gauntlet and may choose two of the following abilities: * You gain temporary hit points equal to your half Rogue level plus your Intelligence modifier. * Your AC increases by 1. * Your speed increases by 5. * You gain a bonus to all Strength, Dexterity and Constitution saving throws you make equal to 1d4. * You deal 1d4 extra force (Electric) damage on the first attack you make with a light weapon each turn. These bonuses last for 1 minute. #### Comms Device *25 gp, 10 minutes, DC 11* You have three earpieces which you can give to anyone to wear. The wearer of the earpiece can cast *message* using the earpiece targeting everyone who is wearing an earpiece. The range of this spell is increased to 500 feet for the purposes of this ability. #### Database *100 gp, 10 minutes, DC 11* Your Gauntlet can keep a data base of a wealth of information. Whenever you make a skill check that uses intelligence you may use this Modular Tech to reroll the d20, spending 1 charge of your Stalker's Gauntlet. \pagebreak #### Deceptive Form *100 gp, 1 hour, DC 12* You can use your Gauntlet to hide your true identity. You may cast *disguise self* without any components spending 1 charge of your Stalker's Gauntlet. #### Emergency Alert System *100 gp, 1 hour, DC 15* Your gauntlet helps you avoid sudden danger. You gain a bonus to your Initiative roles equal to half your Intelligence modifier. You also gain a +5 bonus to your Passive Wisdom (Perception). #### Eyes of the Beacon *Prerequisite; Equip Beacon* *50 gp, 10 minutes, DC 10* You can use your action, spending a charge of your Stalker's Gauntlet, to be able to see through your beacon as if it was your own eye. #### Hunter's Vision *Prerequisite; Equip Tracker Bugs* *400 gp, 1 hour, DC 16* You can see the creature targeted by your Tracker Bugs even when they are hidden. As a bonus action you can activate your Hunters Vision, spending 2 charges from your Stalker's Gauntlet. When active you gain the following effects for 1 hour: You can see them through no more than 2 feet of stone, 2 inches of common metal, a thin sheet of lead or 6 feet of Wood or Dirt., you can see them in complete magical or non-magical darkness, and you can see them even if they are invisible. #### Imbedded Sidearm (optional for tables that use firearms) *200 gp, 1 hour, DC 12* You may use your Stalkers Gauntlet as a Sidearm that has a range of 80/240, deals 1d6 piercing (Normal) damage on a hit, has a misfire score of 1, a reload score of 8, and has the light property. Additionally whenever you make a weapon attack with this weapon you may spend 1 charge of your Stalker's Gauntlet to perform an additional weapon attack as a bonus action. #### Improved Sidearm *Prerequisite; Equip Imbedded Sidearm* *1000 gp, 4 hours, DC 16* You have a +2 bonus to attack and damage rolls with your Imbedded Sidearm [and your Imbedded Sidearm counts as a magical weapon] (and your Imbedded Sidearm deals your choice of either fire or electric damage (when you choose this feature)). Additionally you can attempt to use your side arm to stun a creature you attack. When you land an attack with your imbedded sidearm you can spend 2 charges of your Stalker's Gauntlet and instead deal 0 damage and force the target to make a Constitution saving throw or be stunned until the end of your next turn. Once you use this ability you must complete a short or long rest before you can use it again. \columnbreak #### Lightning Blade *400 gp, 1 hour, DC 15* Your gauntlet can allow you to hurl a blade of lightning through the air. You can spend 3 charges of your Stalker's Gauntlet as an action to make a ranged weapon attack against a target of your choice, on a hit they take 2d6 lightning (Electric) damage and then everyone within 5 feet of them that is not obstructed from your view must make a dexterity saving throw or take an additional 1d6 lightning damage and be stunned until the end of your next turn. #### Metal Friend *200 gp, 1 hour, DC 13* Along with your Gauntlet you also have a mechanical familiar alongside you. You may cast *find familiar* without any components spending 1 charge from your Stalker's Gauntlet, however you must have 10 gp worth of metal scraps that is consumed while using this ability. The creature that you summon is a Construct instead of a fey spirit. #### Mobile Strike *200 gp, 1 hour, DC 14* Your gauntlet allows you to make quick strikes and then easily retreat. When you make a melee weapon attack on your turn you may spend 1 charge of your Stalker's Gauntlet and for the rest of your turn your movement does not provoke attack of opportunities. #### Tractor Beam *50 gp, 10 minutes, DC 12* Your gauntlet can allow you to move objects without having to touch them. You may cast the *mage hand* cantrip at will without any components. The spectral hand is invisible and cannot be seen even by creatures with True Sight. As a bonus action you can spend 1 charge from your Stalker's Gauntlet and attempt to shove a creature. The target creature must succeed on a Strength saving throw against your spell save DC or be moved up to 10 feet in any direction. #### Seeking Darts *200 gp, 1 hour, DC 14* Your Stalkers Gauntlet is armed with darts that seek their targets. You may cast *magic missile* at 2nd level spending 2 charges from your Stalker's Gauntlet. When you cast this spell you may roll your Sneak attack dice and use the result as extra damage on one of the darts. #### Cloaking *Prerequisite; 7th Level* *200 gp, 1 hour, DC 13* Your Gauntlet has a program which allows you to cloak yourself, turning yourself invisible. You may cast *invisibility* without any components Spending 2 charges of your Stalker's Gauntlet. #### Hunter's Strike *Prerequisite; 7th level, Equip Tracker Bugs* *1000 gp, 4 hours, DC 17* You can use the tracking tech in your Tracker Bugs to be able to stealthily eliminate your hunted target. If you are unseen to the creature affected by your Tracker Bugs and they have not yet taken an action in combat or is surprised you may spend 3 charges of your Stalker's Gauntlet to double your sneak attack bonus for that attack. \pagebreak #### Paralysis Darts *Prerequisite; 7th Level* *200 gp, 1 hour, DC 14* You can use your gauntlet to launch darts at your enemies to paralyze them. You can cast *hold person* as an action without any components spending 2 charges of your Stalker's Gauntlet. #### Sonar *Prerequisite; 7th Level* *200 gp, 1 hour, DC 13* Your Gauntlet has the ability to scan through an area to search for danger. You may cast *find traps*, requiring no material components, spending 2 charges from your Stalker's Gauntlet. When you cast this spell you also learn of any creatures in the area which would be hostile towards you, even if they are hidden. This ability cannot see through stone more than 1 feet thick, 1 inches of common metal, a thin sheet of lead or 3 feet of Wood or Dirt. #### Improved Phasing *Prerequisite; 13th Level, Equip Phasing* *400 gp, 4 hours, DC 17* You may spend 2 charges of your Stalker's Gauntlet as an action to become completely transparent and move through solid objects. This lasts for 1 minute and if you are inside a solid object after this time you are moved to the nearest unoccupied space taking 1d10 force (Spectral) damage plus an additional 1d10 force (Spectral) damage for each 5 feet you are moved. Any objects that you are wearing or carrying has the same effects as you however during the duration of this ability you cannot interact with other objects or make attacks. #### Jump Pack *Prerequisite; 13th Level* *400 gp, 1 hour, DC 16* You have a backpack that can emit a downward force to propel you through the air. Your long jump and high jump distances both double. Additionally you can activate the pack as a bonus action, spending 1 charge of your Stalker's Gauntlet, to give you a fly speed of 45. You can deactivate this at any time as a bonus action and can have this ability active for a total of 1 hour. #### Power Leach *Prerequisite; 13th Level* *400 gp, 4 hours, DC 17* Your gauntlet can absorb energy to launch out in a powerful blast. You can expend 2 charges of your Stalker's Gauntlet to cast *counterspell* at 3rd level. If your *counterspell* is successful, you can unleash a blast of magical energy as an action on your next turn. You make an attack roll against a target you can see within 60 ft of you, dealing a number of d8 force (Harmonic) damage equal to the level of the spell you countered. #### Quantum Movement *Prerequisite; 13th Level, Equip Tracker Bugs* *400 gp, 1 hour, DC 14* Your Stalkers Gauntlet allows you to move at incredible speeds using quantum powers to reach your tracked target. You may cast *thunderstep*, spending 2 charges from your Stalker's Gauntlet and requiring no components, if you are not within 5 feet of the creature targeted by your Tracker Bugs. The space you end up in must be closer to your target creature than you were before you cast the spell. If the space you end up in is within 5 feet of the target creature you gain advantage on all attacks made against them this turn. #### Quantum Return *Prerequisite; 19th Level, Equip Beacon* *400 gp, 4 hours, DC 15* You can return to your beacon quickly if you are within range of it. You may cast *dimension door*, spending 2 charges from your Stalker's Gauntlet and requiring no components, but only if your target space is your beacon. \pagebreak ### Rechargable Gauntlet At 9th level you have developed a way to quickly recharge the abilities of your gauntlet. After completing a short rest you regain 2 charges of your Stalker's Gauntlet if it had 0 before. ### Stalker's Influence At 13th Level you have become not just a master of the gauntlet, but of intrigue as well. Whenever you make an Intelligence check, or a Wisdom (Insight), or Charisma (Speech) check on a single creature, you can use your stalker's gauntlet to find information on the person granting you advantage on the check. You may do this a number of times equal to your Intelligence modifier regaining the ability to do so after a long rest. ### Secrets of the Stalkers At 17th level you gain the most powerful and secretive abilities of the Stalkers. You can choose any 4th level spell of either the Abjuration, Enchantment, Illusion or Transmutation school from the Artificer, Bard, Warlock or Wizard spell list. You may cast one of that spell once without material components regaining the ability to do so after a long rest.