Skulker Class Features
Skulker
1 - Death Mark
You learn the Hunter's Mark spell and can cast it at will without expending a spell slot. While a creature is marked, weapon and poison damage attack rolls made by you and your allies deal the spell's damage as poison damage. This extra damage increases by 1d6 per tier of play.
6 - Heightened Awareness
Your heightened awareness allows you to notice details others miss. You gain proficiency in the Investigation skill. Additionally, when you make an Intelligence (Investigation) check, you can treat a roll of 7 or lower as an 8.
11 - Silent Negotiator
You can add your Dexterity modifier (minimum of 1) to Charisma (Persuasion) and Charisma (Intimidation) checks without speaking, allowing you to negotiate quietly.
16 - Healing Fumes
When you or an ally makes a melee attack against a creature affected by a poison that deals damage, you can use your reaction to regain hit points equal to the poison's damage die plus your Intelligence modifier.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Skulker Subclasses

Black Lotus Skulker Features
Black Lotus Skulker
Masters of subtlety and precision, Black Lotus Skulkers specialize in delivering deadly poisons undetected. Their expertise bypasses poison resistances, ensuring even the most resilient foes succumb to their craft.

With a blend of deception and deadly efficiency, they thrive in both the shadows and social encounters—silently taking down targets while weaving misinformation.
Irresistible Toxins (1st Level Feature)

You gain proficiency in the Deception skill.

In addition, you can coat a weapon with poison as a bonus action instead of an action, and you have advantage on Charisma skill checks against poisoned creatures.

Haunted Hunter Skulker Features
Haunted Hunter Skulker
The Haunted Hunter Skulker is an investigator of the dead—part hunter, part medium—who communes with spirits to track down evil. Wielding necrotic power and spectral awareness, you use intellect to see beyond veils and finish what others could not.
Spirit Guidance (1st Level Feature)
You gain proficiency in the Religion skill. You can speak with spirits and understand the speech of undead.

You learn the Guidance spell. When you cast Guidance, its range becomes 60 feet and does not count against your spells known.

You can cast it a number of times equal to your Intelligence modifier (minimum once) per long rest without expending a spell slot.

Plague Doctor Skulker Features
Plague Doctor Skulker
The Plague Doctor Skulker blends battlefield medicine with relentless precision. Known for their ability to act in the chaos of battle, they stabilize the dying, purge afflictions, and grant hard-earned second chances.
Anatomical Insight (1st Level Feature)

You gain proficiency in the Medicine skill.

You learn the Spare the Dying cantrip. For you, its range is 30 feet and you can cast it as a bonus action. It does not count against your number of cantrips known.

Rogue Skulker Features
Rogue Skulker
Masters of stealth and subterfuge, Rogue Skulkers harness the shadows to strike with deadly precision. Their subtle methods allow them to infiltrate and outmaneuver even the most vigilant foes.

With cunning and finesse, they excel in both covert operations and daring ambushes, making them indispensable in any campaign.
Shadow Affinity (1st Level Feature)

You gain proficiency in the Stealth skill. If you are already proficient, your proficiency bonus is doubled for any ability check you make with it.

You learn Thieves' Cant, a coded language used to conceal messages among criminals and spies.

You can take a bonus action on each of your turns in combat. This bonus action can be used only to take the Dash, Disengage, or Hide action.

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