Armor Class 15 (Natural Armor)
Hit Points 90 (12d10 + 24)
Speed 40 ft., fly 80 ft.
|22 (+6)||16 (+3)||14 (+2) ||5 (-3)||17 (+3)||14 (+2)|
Saving Throws Str +9, Dex +6
Skills Athletics +9, Intimidation +5, Perception +6, Stealth +6
Damage Vulnerabilities Radiant
Senses Darkvision 240 ft, passive Perception 16
Languages Understands Common but can’t speak
Challenge 6 (2,300 XP)
Shadowstep. As a bonus action, the gloomstalker can teleport up to 40 feet to an unoccupied space it can see.
Sunlight Sensitivity. While in sunlight, the gloomstalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The gloomstalker makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage.
Snatch. Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 17). While grappled in this way, the target is restrained.
Shriek (Recharge 6). The gloomstalker emits a terrible shriek. Each enemy within 60 feet of the gloomstalker that can hear it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of the enemy’s next turn.
Source: EGW, page 291
D&D Gloom Stalker 5e is at home in the dimmest locations… Deep, depressed paths beneath the earth, in primordial forests, and somewhere else there is little light. Many people reach such circumstances with disenchantment, but a gloomy hunter boldly ventures into the dark, anticipating danger before they can reach the wide world. Such rangers frequently found in the Under dark, but they will go any location where evil lives in the glooms.
Umbral Sight will also accept our Gloom Stalker 5e dark vision or further increase their gloomy image so that they can watch even further away. The Dungeons And Dragons Gloom Stalker 5e began life as a Deep Stalker for the ranger. It is the soldier who is a little killer in them. This 5e Ranger Gloom Stalker also becomes, at advanced levels, much harder to kill, where the darks itself can allow permit ranger to inflict damage on attacks that will come on guard as long as those spells don’t now have a benefit.
Gloom Stalker 5e Levels
In the third level, you master the art of trap. You can provide yourself with an advantage to your enterprise rolls equivalent to your Wisdom transformer. At the beginning of your first turn, you were increasing the speed by 10 feet, & it completes until the last of that chance. If you perform a Spell action on that chance, you can play an Extra Weapon Attack as a portion of that deed. If that spell kills, the victim takes an additional 1d8 damage of the armament’s harm type.
In the third stage or level, you get a dark vision out to the extent of 60 feet. If you already have an unconscious image from your battle, its range enhances by 30 feet. You are also an expert in developing creatures that depend on dark images. In the dark, you are undetectable to any animal that bank on a dark vision to see you in that blackness.
Starting at the fifth level, you can spell twice, in its place of once, whenever you get the Attack action on your chance.
By the seventh stage or level, you have respected your capability to oppose the mind-changing powers of your victim. You achieve knowledge in understanding, saving throws. If you have this ability, you instead gain strength in Intelligence or Personality saving throws (your option).
At the Eleventh level, you study to attack with such surprising speed that you can chance a miss into another attack. Once on each of your rounds, when you drop with a weapon spell, you can create another armament attack as part of a similar accomplishment.
Beginning at 15th level, you can gap in unexpected ways, inheriting paranormal shadow around you. Every time a creature rolls a Gloom Stalker Ranger 5e’s spell roll against you and does not have a benefit on the round, you can use your feedback to inflict damage on it. You must use this aspect before knowing the result of an attack roll.
Ranger 5e Gloom Stalker – Features
Preferred Enemy – Level 1, 6, and 14
The ideal opponent in 5e is a “taste feature” of 5e Gloom Stalker. This aspect provides your ranger benefit on Existence checks as well as Brainpower checks over their preferred opponent. The Ranger also understands a language that speaks an enemy of their choice. Just select whatever animals you consider your guard will be probable to stalk. It depends on your backstory or the atmosphere that your party has spent most of its time.
With that being said, I would suggest selecting apostles and monstrosities in the future if your gloom stalker arises in the darkness or if your party will be spending most of its time there or incomparable surroundings. These two creature types are down everywhere!
Natural Pioneer – Level 1, 6, and 10
The pioneer’s second first-tier aspect is another tasting aspect. The natural pioneer benefits the soldier and his allies to discover and communicate with the wanderer’s ideal environment. It can get extra food.. keep track of creatures, overlooking steep areas, and quite a few other bonuses.
It is one of the issues that many persons have with the overseer’s class strategy. These capabilities can be valuable, but they pity how often DMs call on them. Every other class acquires an aromatic feature that gives them constant useful allowances.
Fighting Style – Level 2
This level of D&d 5e Gloom Stalker must be noticeable, but for this Gloom Stalker 5e Build, we will choose the archery combat style. It provides us with a +2, in which you can roll with your weapon. Remember that this aspect does not identify that you need to achieve ability with said armaments.
- Ranger Spellcasting Ability
- Spell save DC = 8 + proficiency + Wisdom modifier
- Spell attack modifier = proficiency + Wisdom modifier
Primitive Awareness – Level 3
For one minute per slot consumed, you can figure out if there are particular kinds of mortals within 1 mile of you. This distance enhances if you are standing in the preferred area, so there is some good interaction here. The disadvantage to this is that
- This is a short period
- This aspect does not disclose the location of these mortals & how many animals are nearby.
Land’s Stride – Level 8
Ground’s Stride level of D&D 5e Gloom Stalker, it has a taste and valuable aspect, including some niche bonuses. For beginners, you will no longer be obstructed by sharp illegal areas. You will be safe to anything untimely plants may throw at you, like prickles, vertebrates, or other thorny parts.
Hide in Plain Sight – Level 10
With at least one minute and admittance to mud, soil, plants, or other constituents, you can make a solid mask. Once you apply your costume, you can give yourself a +10 bonus to sneak checks using your environment. The only situation is that you should remain immobile and take no activities. If you do this, you will misplace the advantages of the mask and need to reapply your gloomy mask.