Shadowstalker

A Rogue Archetype that casts Rogue-list spells on the third-caster table, imposes disadvantage on saves against spells cast from hiding, and can steal spells cast near it.

Identity

The Shadowstalker is the Rogue Archetype that channels a little. Its spellcasting is small, a few cantrips and a handful of tricks, and it goes to misdirection, theft and silence: a flicker of illusion over a doorway, a murmured command that turns a guard, a silence held for the seven seconds it takes to lift the cargo. Most Shadowstalkers trained at the edges of Wizard academies as auditors, hangers-on or washouts who took the practical half of the work. A few are self-taught, and a small number were tutored by an Ether-Rifter who saw use in a less showy pupil.

Features

  • L3 Rogue Spellcasting

    You cast spells from the Rogue spell list on the third-caster table. You know three cantrips of your choice from the Rogue spell list and three 1st-level Rogue spells of your choice. Intelligence is your spellcasting ability for this feature. You have a Rogue-grade Spellbook that records these spells, and you can transcribe new spells into it by the standard Wizard rules. You gain spell slots according to the Third-Caster progression: 2 first-level slots at Rogue 3, scaling to 4 first-level and 2 second-level slots by Rogue 7, with higher slots arriving as you level (see the third-caster table in the spellcasting rules).

  • L7 Magical Ambush

    When you are hidden from a creature and cast a spell that requires a saving throw against your spell save DC, that creature has disadvantage on the save. This feature applies only on the round in which you reveal yourself by casting the spell, and only against creatures that have not yet acted against you in the current combat.

  • L11 Hand Feint

    You learn the Grasp cantrip if you do not already know it. As a bonus action, you can direct your Grasp to harass a creature within 5 feet of it, flicking at the eyes or tugging at the cloak. Until the start of your next turn, you have advantage on attack rolls against that creature, provided the hand remains within 5 feet of it and you maintain concentration. A creature can use its action to swat the hand away, which dispels it, and you must re-summon it as a normal Grasp.

  • L15 Spell Thief

    When a creature within 60 feet of you casts a spell that targets you, includes you in its area, or that you can clearly perceive, you can use your reaction to try to steal the casting. Make an Intelligence saving throw against the caster's spell save DC. On a success, the original spell still resolves, and you also learn it. You can cast it once, using one of your own spell slots of the appropriate level, before the end of your next long rest. The stolen spell counts as a Wizard spell for casting through your Spellbook. You can hold only one stolen spell at a time, and stealing a new one replaces the old one. Spells of 5th level or higher cannot be stolen by this feature.

  • L18 Imperceptible Capstone

    Your passive Stealth score (10 + Stealth bonus, or 15 + Stealth bonus if you have Expertise) gains an additional +5. You cannot be detected by Tier III or lower electronic sensors (biometric scanners, motion grids, security drones, thermal sweeps, comm-trace nets) when you do not wish to be. Tier IV sensors and direct line-of-sight observation by intelligent creatures work normally against you. Channeled detection of Tier III or lower is treated as Tier IV electronic detection for this feature: it works, but you still get your standard Stealth check against it.