Skulker

Skulkers utilize teamwork and the refined art of stealth to ensure they are consistently in optimal positions, ready to eliminate high-priority targets with precision and efficiency. By coordinating movements and sharing intelligence, they improve their success chances, approaching objectives with patience and cunning. This collaboration keeps them undetected while executing plans, ensuring no target is out of reach.

Skulker
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 Character Creator

Skulker Character Creator

Spellcasting List: Martial, Intelligence

Remaining Points: 27

Starting Equipment

  • A Shortsword or two Daggers
  • A Shortbow and 20 Arrows or a Hand Crossbow and 20 Bolts
  • Leather Armor
  • Explorer's Pack
  • Thieves' Tools
Skulker Stats

Skulker Stats

Hit Points at 1st Level

8 + Constitution modifier

Hit Points

1d8 per level

Hit Points at Higher Levels

1d8 (or 5) + Constitution modifier per level

Primary Ability

Dexterity

Saving Throws

Dexterity, Strength

Skills

Choose three: Acrobatics, Athletics, Deception, History, Insight, Perception, Religion, Sleight of Hand, Stealth

Weapons

Simple weapons, hand crossbows, rapiers, shortbows, shortswords

Armor

Light armor

Starting Equipment

A shortsword or two daggers, a shortbow and 20 arrows or a hand crossbow and 20 bolts, leather armor, an explorer's pack, and thieves' tools

Tools

Thieves' tools

Spellcasting List

Martial, Intelligence

Skulker Roll20

Skulker Features
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