Stalker

“The trail never truly ends. Only those who stop following it lose their way.”

Some adventurers seek glory. Others pursue knowledge, power, or redemption. The Stalker follows the trail. Across Erosia, countless paths wind through ancient forests, forgotten ruins, towering mountains, and untamed frontiers. Merchants follow well-traveled roads between thriving cities, while pilgrims walk sacred routes beneath the watchful light of the Three Mothers. Beyond these familiar journeys lie the places where civilization yields to wilderness and certainty gives way to instinct. It is there that the Stalker thrives.

A Stalker understands that the world is constantly speaking. A broken branch, disturbed earth, fading footprints, a startled flock of birds, or the silence where birdsong should be all reveal truths invisible to the untrained eye. Most travelers see only the road before them. The Stalker sees where it came from, where it leads, and who walked it last.

Throughout Erosia, Stalkers serve as scouts, wardens, guides, monster hunters, bounty hunters, explorers, frontier guardians, and wilderness trackers. Some protect isolated settlements from the dangers lurking beyond their borders. Others pursue dangerous beasts before they threaten innocent lives, recover those lost in the wild, or lead expeditions into places untouched for generations. Their methods differ, but every Stalker shares the same unwavering commitment: once they accept a pursuit, they see it through.

The Stalker’s greatest victories are often won long before a weapon is drawn. They discover hidden dangers before companions stumble into them, identify the safest route through hostile terrain, and uncover weaknesses their allies would otherwise overlook. When battle finally comes, it is rarely a surprise. The Stalker has already spent hours—or days—preparing for the moment when action becomes unavoidable.

To many, this patience appears almost supernatural. It is not. Years spent observing the natural world teach lessons no battlefield alone can provide. The wilderness rewards those willing to listen before they act, remain calm when others panic, and trust experience over impulse. Every successful pursuit reinforces those instincts until observation becomes second nature.

A Stalker rarely measures success by the creatures they slay or the trophies they collect. Their purpose lies in completing the pursuit itself. A missing child returned safely to their family, a caravan guided through dangerous territory, a monstrous predator stopped before it reaches a village, or an ancient path rediscovered after centuries of neglect are all victories worthy of equal pride. The destination changes from one journey to the next, but the commitment never does.

Within Erosia, the most respected Stalkers are remembered not because they were impossible to evade, but because they never abandoned those depending upon them. They are the companions who always find the way home, the hunters who end threats before they become tragedies, and the guardians who willingly disappear into the wilderness so that others may live without fearing what waits beyond the tree line. Long after their own footprints have faded, the paths they protected remain open for those who follow.


Creating a Stalker

Every Stalker remembers the first trail they refused to abandon. Perhaps it began as a simple hunt that led far beyond familiar lands. Maybe you tracked a dangerous predator threatening your home until you learned that patience accomplishes what reckless courage cannot. You might have guided travelers safely through wilderness that claimed less experienced explorers, or survived alone long enough to discover that the land itself rewards those willing to observe before they act. Whatever the circumstance, you emerged with an understanding shared by every Stalker: the trail always reveals the truth to those willing to follow it.

As you create your Stalker, consider what first awakened your passion for pursuit. Were you trained by seasoned wardens who taught that every broken branch and fading footprint tells a story? Did a parent or mentor pass down generations of hard-earned knowledge about surviving beyond civilization’s borders? Perhaps necessity became your greatest teacher after you found yourself alone in a wilderness where every decision determined whether you would see another sunrise.

Think carefully about what your character chooses to pursue. Some Stalkers dedicate themselves to protecting isolated communities from marauding beasts and wandering monsters. Others recover the lost, escort travelers across dangerous frontiers, or hunt criminals who believe distance alone guarantees their escape. Many devote themselves to exploration, believing that every forgotten trail, hidden valley, and ancient ruin deserves to be rediscovered. Whatever form your pursuit takes, it should represent more than a profession. It is the purpose that compels you to continue long after others would abandon the chase.

Consider how your Stalker approaches the wilderness itself. Some view the untamed world as a trusted companion whose signs and rhythms deserve respect. Others see it as an endless challenge that rewards preparation and punishes arrogance. Many move comfortably between bustling cities and remote frontiers alike, recognizing that civilization depends upon those willing to venture where roads end and certainty disappears.

Equally important is deciding how your Stalker works alongside others. Some serve as quiet scouts, speaking only when they have something worth saying. Others become trusted guides whose calm confidence steadies companions even in the most dangerous terrain. A few embrace the role of relentless hunter, refusing to allow a dangerous quarry even a moment’s peace. No single path defines every Stalker. The only constant is their willingness to continue the pursuit when every instinct tells others to turn back.

Within Whispers of Erosia, the Mechanics of Desire reflect this calling in a unique way. The Stalker does not experience Desire as ambition, temptation, or conquest. Every meaningful step toward a chosen pursuit sharpens instinct, deepens awareness, and strengthens the connection between hunter and trail. As that commitment grows, so too does the Stalker’s ability to perceive opportunities hidden from ordinary eyes. What others dismiss as coincidence, the Stalker recognizes as another sign pointing toward the truth.

Above all, remember that a Stalker is defined not by the creatures they hunt or the wilderness they traverse, but by the determination to see every pursuit through to its rightful conclusion. Anyone can follow a trail while it is easy to read. Few possess the patience to trust fading tracks, the wisdom to recognize when the land itself offers guidance, and the resolve to keep moving forward until the journey is complete.


Standard Desire Engine

Track a quarry through Primal Sense and fieldcraft. Instinctive Release is the Stalker’s 1st-level Climax response; Call of the Wild enhances it at 13th level.

Your Gameplay Loop

1. Read the trail: Use Favored Enemy, Natural Explorer, and applicable Stalker features. 2. Pursue: Move, attack, or cast Stalker spells under their normal rules. 3. Track: Favored Enemy and later Stalker features define the Arousal choices; ordinary tracking and attacks cause none beyond their actual printed triggers. 4. Release: At 6 Arousal resolve Climax and apply Instinctive Release if available, including Call of the Wild after 13th level.

Veiled Play

Favored Enemy lets you voluntarily gain 1 Arousal after identifying, tracking, or recalling information about a favored enemy, earning its listed hunting advantage. Instinctive Release adds a release response.

Unveiled Play

Favored Enemy provides its explicit Arousal choices when hunting a favored enemy; Instinctive Release and Call of the Wild grant the Climax-related benefits printed at their levels.

At the table: Apply Favored Enemy’s voluntary trigger, Instinctive Release at 1st level, and the Call of the Wild upgrade at 13th level.

Shared rule: These play modes preserve agency and consent; Veiled and Unveiled alternatives do not stack. Track Arousal normally. At Arousal 6, resolve the applicable Climax Effect, reduce Libido by 1 where Libido is tracked, reset Arousal to 0, and then resolve applicable aftermath triggers. Climax does not automatically restore hit points or impose Exhaustion; those results occur only when a specific rule grants or imposes them. A class release adds only its expressly stated effects.


Class Features

As a Stalker, you gain the following class features.

Stalker at a Glance

A Stalker is a wilderness tracker and martial hunter who combines practical fieldcraft with an increasingly refined connection to primal magic. Favored Enemy and Natural Explorer help you understand your quarry and the terrain, while Fighting Style, weapon attacks, and later spellcasting support a flexible mix of pursuit, defense, and decisive strikes.

Your rhythm is read the trail, close the distance, and choose the moment. The Stalker Conclave determines how that pursuit develops, whether the character is a vigilant guide, a patient hunter, or a protector whose bonds shape the hunt. Success depends as much on awareness and preparation as on raw damage.

In the Mechanics of Desire, Primal Sense and the Call of the Wild frame the Stalker’s awareness of powerful instincts and emotional signals. Apply any Desire effects from the actual class and conclave features; ordinary tracking or successful attacks do not create automatic Arousal gains unless the published rules specify them.

Hit Points

Hit Dice: 1d10 per Stalker level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Stalker level after 1st.


Libido

Starting Libido: Your Proficiency Bonus + your Constitution modifier (minimum 1).

Libido at Higher Levels: Your Libido increases whenever your Proficiency Bonus increases. If your Constitution modifier changes, your maximum Libido changes by the same amount.


Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Dexterity

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Equipment

You begin with the following equipment, in addition to the equipment granted by your background:

  • Scale mail or leather armor
  • Two shortswords or two simple melee weapons
  • A dungeoneer’s pack or an explorer’s pack
  • A longbow and 20 arrows
  • A hunting trap and a trophy from your first successful pursuit

The trophy has no mechanical benefit. It might be a weathered fang taken from a dangerous predator, a broken arrow recovered from a legendary hunt, a carved token gifted by those whose lives you saved, a polished antler worn smooth through years of travel, or another keepsake that reminds you of the pursuit that first set you upon the Stalker’s path.

Tools of Pursuit

A Stalker’s equipment is meant to function over long distances and in difficult weather. Scale mail offers more protection, while leather armor can suit a hunter who prizes mobility. Two shortswords or simple melee weapons help at close range, and a longbow with arrows allows engagement before a quarry reaches you.

A dungeoneer’s pack serves hazardous expeditions, while an explorer’s pack supports travel. The hunting trap reflects the Stalker’s practical understanding of terrain and the behavior of prey. A trophy from your first pursuit is a keepsake, not a source of additional mechanical power.

Describe the trophy and what the hunt taught you. It could commemorate an enemy brought to justice, an animal spared, or a dangerous journey survived. Its story may explain what your Stalker chooses to pursue and what they refuse to hunt.


The Stalker Table

LevelProficiency BonusFeatures1st-Level Spell Slots2nd-Level Spell Slots3rd-Level Spell Slots4th-Level Spell Slots5th-Level Spell SlotsSpells Known
1st+2Instinctive Release, Favored Enemy, Natural Explorer——————
2nd+2Fighting Style, Spellcasting2————3
3rd+2Primeval Awareness, Stalker Conclave2————4
4th+2Ability Score Improvement3————5
5th+3Extra Attack32———6
6th+3Favored Enemy Improvement32———7
7th+3Veil Step, Stalker Conclave Feature32———8
8th+3Ability Score Improvement, Land’s Stride32———9
9th+4Hunter’s Vigil33———10
10th+4Hide in Plain Sight43———11
11th+4Stalker Conclave Feature43———12
12th+4Ability Score Improvement43———13
13th+5Call of the Wild431——14
14th+5Vanish431——15
15th+5Stalker Conclave Feature431——16
16th+5Ability Score Improvement431——17
17th+6Unerring Pursuit4311—18
18th+6Feral Senses4321—19
19th+6Ability Score Improvement4321—20
20th+6Foe Slayer4321122

The Path of Pursuit

The world is always leaving signs. A footprint pressed into soft earth. A branch bent where something larger than the wind passed through. The sudden silence of birds that only moments before filled the forest with song. To most people, these are isolated details, easily overlooked and quickly forgotten. To a Stalker, they are part of a single story waiting to be understood.

Every pursuit begins with observation. A Stalker knows that charging ahead without understanding the trail is the surest way to lose it. They learn to slow their breathing, quiet their thoughts, and trust the countless lessons the wilderness has taught them through years of patient experience. Every clue builds upon the last until uncertainty gives way to confidence and instinct begins to reveal what reason alone cannot.

This understanding shapes the Stalker’s experience of the Mechanics of Desire unlike any other class. Where others experience Desire through conviction, temptation, harmony, or emotional resonance, the Stalker experiences it through pursuit. Every meaningful step toward a chosen objective sharpens the senses and deepens the connection between hunter and trail. A difficult climb, a carefully concealed campsite, the distant howl of a predator, or the discovery of fresh tracks all strengthen the Stalker’s focus until every instinct becomes aligned with the pursuit before them.

As this focus intensifies, the world itself seems to grow clearer. Details once hidden become obvious. Patterns emerge where others see only chaos. The Stalker begins to anticipate rather than simply react, recognizing danger before it reveals itself and opportunity before it slips away. This heightened awareness is not supernatural foresight. It is the culmination of discipline, experience, and absolute commitment to seeing the pursuit through.

Because of this, Stalkers rarely become distracted by rising emotional pressure. They channel it. Every setback strengthens their resolve to continue. Every obstacle overcome reinforces the certainty that the truth still lies somewhere farther along the trail. What might discourage another adventurer only deepens the Stalker’s determination to press onward.

The greatest Stalkers understand that pursuit is about far more than hunting prey. A guide searching for the safest mountain pass, a warden protecting the frontier from unseen dangers, an explorer mapping forgotten ruins, and a tracker searching desperately for a lost child all walk the same path. Their goals differ, but each refuses to abandon the trail until their purpose has been fulfilled.

Every journey eventually reaches a moment when experience gives way to instinct. Observation becomes effortless. Hesitation disappears. The Stalker no longer feels as though they are following the trail. Instead, they become part of it, moving with a confidence earned through countless journeys that came before.

The trail has never truly been hidden.

The Stalker has simply learned how to see it.


Primal Sense

Every trail asks a question. The Stalker learns to answer it by trusting instinct. Mastery of the wilderness comes from sharper eyesight, quicker reflexes, or years spent memorizing the habits of beasts and monsters. While these skills certainly matter, experienced Stalkers know they are only the beginning. The greatest trackers eventually stop thinking about every clue individually and begin to perceive the pursuit as a whole.

This heightened awareness is known as Primal Sense. Primal Sense is not a mystical gift bestowed upon a chosen few, nor is it a supernatural force that bends the world to the Stalker’s will. It is the natural culmination of experience refined through patience, discipline, and unwavering focus. Every journey completed, every danger survived, and every trail followed to its conclusion teaches lessons that become instinctive over time. What once required careful thought eventually becomes second nature.

As a Stalker, Primal Sense shapes the way you approach every pursuit. It allows you to recognize patterns hidden within confusion, anticipate danger before it fully reveals itself, and act with confidence when hesitation would mean failure. Others may mistake these moments for extraordinary luck or uncanny intuition. A Stalker understands they are simply the reward earned by countless hours spent learning how to read a world that is always speaking.

Many of your class features represent different expressions of your Primal Sense. Some sharpen your awareness of your quarry. Others help you move effortlessly through hostile terrain, uncover hidden threats, or exploit opportunities that only a practiced tracker could recognize. As you gain experience, these instincts grow ever more refined, allowing you to accomplish feats that appear almost impossible to those unfamiliar with the wilderness.

Within Whispers of Erosia, Primal Sense also shapes the Stalker’s relationship with the Mechanics of Desire. Features that deepen your commitment to a pursuit may offer Veiled or Unveiled enhancements, representing moments when heightened focus sharpens your instincts even further. These moments are never distractions from the hunt. They are the natural consequence of becoming completely immersed in the pursuit before you.

The greatest Stalkers do not possess sharper senses than everyone else.

They have simply learned when to trust them.


Call of the Wild

Every pursuit reaches a moment when experience is no longer enough. The trail has grown faint. The quarry has become desperate. Darkness closes in, companions look to the Stalker for guidance, and failure carries consequences too great to accept. In these moments, years of training and countless lessons learned along forgotten roads give way to something deeper.

The Stalker answers the Call of the Wild. Every class experiences the rhythm of Desire differently because every class serves a different purpose within the world. For the Stalker, Climax is not the satisfaction of claiming a trophy or defeating a worthy foe. It is the moment when pursuit becomes absolute. Every distraction falls away, every doubt is silenced, and instinct and purpose become one. The Stalker no longer questions where to step, when to strike, or which path to follow. They simply know.

As dedication to the pursuit grows, so too does the pressure carried within the Stalker. Every clue uncovered, every danger overcome, every difficult choice made, and every mile traveled through unforgiving wilderness deepens the bond between hunter and trail. Eventually that focus reaches its natural conclusion.

When it does, the Stalker experiences the Call of the Wild.

For a fleeting moment, the boundary between the Stalker and the untamed world seems to disappear. The forest no longer feels unfamiliar. Mountains reveal hidden passes. Rivers reveal safe crossings. The movements of beasts, the whisper of the wind through the trees, and even the silence of the wilderness become part of a single, unmistakable rhythm. The Stalker does not command nature, nor does the wilderness obey them. Instead, they move through it with complete harmony, guided by instincts refined through a lifetime of faithful pursuit.

To those who witness it, the transformation is unmistakable. The Stalker moves with effortless confidence, covering impossible ground without hesitation and finding opportunities that moments before seemed beyond reach. What appears miraculous to others is simply the highest expression of everything the Stalker has spent a lifetime learning.

Unlike those who seek power for its own sake, the Stalker does not chase the Call of the Wild. It cannot be forced, nor can it be summoned through determination alone. It is the natural culmination of patience, discipline, and an unwavering commitment to seeing the pursuit through to its rightful end.

The greatest Stalkers understand that the Call of the Wild is never the end of the journey.

It is the moment that reminds them they were always meant to follow the trail wherever it leads.


Instinctive Release

1st-Level Stalker Climax Feature

When you Climax, resolve the normal Climax effects. You may then move up to half your Speed without provoking opportunity attacks. Before the end of your next turn, you gain Advantage on one Wisdom (Survival) check made to track a creature or on the first weapon attack you make against a creature you are actively pursuing. Once you gain these benefits from Instinctive Release, you cannot do so again until you finish a Long Rest.

Veiled Play. After that movement, you may reduce the Arousal of one willing creature within 10 feet of you by 1.

Unveiled Play. After that movement, you may expend 1 Libido to regain one expended use of a Stalker feature that normally has a number of uses equal to your Proficiency Bonus. You can regain at most one use in this way per Long Rest. If you have no such feature, you cannot use this option.

Favored Enemy

1st-Level Stalker Feature

You have devoted yourself to studying the habits, strengths, and weaknesses of the creatures you pursue. Through patient observation and countless hours spent tracking them across every kind of terrain, you have learned to anticipate their behavior and recognize the subtle signs they leave behind. Your knowledge allows you to follow your chosen quarry with remarkable precision while recalling details that others might overlook.

Choose one type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you may select two humanoid ancestries (such as Hearthkin and Silkborn or Bloodoath and Graceborn) as your favored enemies.

You have advantage on Wisdom (Survival) checks made to track your favored enemies and on Intelligence checks made to recall information about them.

You learn one language spoken by your favored enemies, if they speak one at all. If your chosen favored enemy speaks multiple languages, choose one.

You choose one additional favored enemy and associated language at 6th level and again at 14th level. As your understanding grows, your knowledge extends naturally to every aspect of your pursuit.

Veiled Play. When you successfully identify, track, or recall information about one of your favored enemies, you may willingly gain 1 Arousal. If you do, your understanding of that creature’s habits becomes instinctive until the end of your next short or long rest. During that time, the first attack roll you make against one of your favored enemies on each of your turns has advantage, provided you do not already have advantage on that attack from another source.

Unveiled Play. Whenever you willingly gain Arousal through this feature, your pursuit deepens beyond ordinary observation. Until the end of your next short or long rest, the first time each turn you hit one of your favored enemies with a weapon attack, choose one of the following effects:

  • Increase your Arousal by 1 to deal additional damage equal to your proficiency bonus.
  • Reduce your Arousal by 1 after the attack resolves.
  • The target has disadvantage on the next EROS Save it makes before the start of your next turn.

Natural Explorer

1st-Level Stalker Feature

You have spent countless seasons traveling beyond the safety of settled lands, learning to survive where preparation, observation, and good judgment matter more than walls or roads. Whether crossing ancient forests, windswept plains, forgotten ruins, or towering mountain passes, you instinctively recognize the safest path forward and help those traveling beside you do the same.

You gain proficiency in the Nature or Survival skill (your choice). If you are already proficient in the chosen skill, your proficiency bonus is doubled for any ability check you make using that skill.

While you travel for an hour or more through natural environments, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • You remain alert to danger even while engaged in another activity, such as foraging, navigating, or tracking.
  • When you forage, you find twice as much food and water as you normally would.
  • When you track other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Your familiarity with the wilderness also allows you to move with confidence through environments that would frustrate less experienced travelers. Whenever initiative is rolled while you are traveling in a natural environment, you and any allies who can see or hear you ignore difficult terrain until the end of the first round of combat.

Veiled Play. When you successfully guide your companions through a significant natural hazard, discover a safe route where none was obvious, or prevent your group from becoming lost, you may willingly gain 1 Arousal. If you do, choose a number of creatures up to your Wisdom modifier (minimum one). Until the end of your next short or long rest, those creatures gain advantage on the next Wisdom (Perception) or Wisdom (Survival) check they make.

Unveiled Play. When you willingly gain Arousal through this feature, your instincts briefly extend to those traveling beside you. Until the end of your next short or long rest, you and each creature chosen by your Veiled benefit cannot be surprised while traveling, unless incapacitated or surprised by magical means. In addition, the first time each chosen creature makes an EROS Save before the end of that duration, it has advantage on the roll.


Fighting Style

2nd-Level Stalker Feature

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


Spellcasting

2nd-Level Stalker Feature

Your time beyond the borders of civilization has taught you that the wilderness possesses its own quiet magic. The whisper of ancient forests, the patient strength of mountains, the endless rhythm of rivers, and the hidden paths traveled by beasts all reveal secrets to those willing to listen. Rather than commanding these primal forces, you have learned to work alongside them, drawing upon their wisdom to protect your companions, overcome the dangers of the wild, and see your pursuit through to its end.

Spell List Compatibility

2014 Fifth Edition + Erosian Grimoire

Traditional spellcasting foundation. Use the 2014 Fifth Edition Ranger spell list as the Stalker spell-list foundation. The published Stalker spell slots, 2nd-level spellcasting, Wisdom spellcasting and spells-known progression remain authoritative, including the rule for replacing a known spell when you gain a Stalker level. Ranger and Stalker spells are learned, not freely re-prepared after each long rest.

Erosian spell options. The Erosian Grimoire expands spell selection without granting extra spells known, prepared spells, spellbook entries, slots, pact gifts or class resources. The spell’s Available Classes entry and every class-specific tradition, level and attunement restriction must all be satisfied. For the categorized additions, visit the Stalker Grimoire spell collection.

Class-specific restrictions. A Grimoire spell that names Stalker may be learned when you could learn a spell of its level; it does not expand the Stalker spells-known column. Primeval Awareness, Arousal from pursuit, and subclass Desire features trigger only when their own rules say they do. Ordinary Stalker spellcasting reaches no higher than 5th-level spells.

Mechanics of Desire. If an eligible Grimoire spell is cast as a Stalker spell, resolve its standard spell effect using 2014 Fifth Edition spellcasting rules and its printed Veiled Play or Unveiled Play options under the Mechanics of Desire. Neither Arousal nor Libido changes automatically because a spell is Erosian; only explicit class, subclass, spell or ritual triggers cause those changes. Respect the shared Arousal cap and normal Climax rules.

Spell classification. A traditional school, an Erosian discipline or a deity’s thematic domain identifies the magic but never grants unrestricted access to another class’s spells.

Spell Slots

The Stalker table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a Long Rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Stalker spell list.

The Spells Known column of the Stalker table shows when you learn additional Stalker spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, whenever you gain a level in this class, you can choose one of the Stalker spells you know and replace it with another spell from the Stalker spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Stalker spells, as your magic is shaped through awareness, intuition, and your understanding of the natural world.

Spell Save DC = 8 + your Proficiency Bonus + your Wisdom modifier

Spell Attack Modifier = your Proficiency Bonus + your Wisdom modifier

Spellcasting Focus

You may use a druidic focus or a component pouch as your spellcasting focus.


Primeval Awareness

3rd-Level Stalker Feature

Your experience has taught you that no creature truly exists in isolation. Every beast, every traveler, every predator, and every wandering monster leaves subtle signs upon the land. Though these traces often escape ordinary notice, your instincts allow you to perceive the presence of powerful creatures long before they reveal themselves.

By spending 1 minute in quiet observation of your surroundings, you can expend one spell slot to heighten your awareness of the region around you. For 1 minute, you sense whether any of the following creature types are present within 1 mile of you (or within 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, or undead.

This feature reveals only the presence of such creatures. It doesn’t reveal their identity, exact location, or number.

You can use this feature even while traveling, provided your pace is no faster than normal.

Veiled Play. When you use this feature, you may willingly gain 1 Arousal. If you do, your awareness briefly sharpens beyond ordinary perception. Until the end of your next short or long rest, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Nature) checks made to locate, identify, or learn information about any creature type detected by this feature.

Unveiled Play. If you willingly gained Arousal through this feature, your heightened awareness also extends into the Veil itself. Until the end of your next short or long rest, the first time you encounter a creature detected by this feature, choose one of the following benefits:

  • You have advantage on your initiative roll.
  • You have advantage on the first attack roll you make against that creature.
  • The first time that creature forces you to make an EROS Save before the end of the encounter, you have advantage on the saving throw.

Stalker Conclave

3rd-Level Stalker Feature

The path of every Stalker begins with the same lessons, but experience eventually teaches each to pursue their calling in different ways. Some dedicate themselves to protecting the frontier from monstrous threats, while others become peerless explorers, relentless hunters, or guardians of the wild places beyond civilization. Whatever their chosen discipline, every Stalker refines their instincts through a unique philosophy of pursuit.

Choose a Stalker Conclave, which describes the specialized path you follow. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.


Ability Score Improvement

4th-Level Stalker Feature

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Extra Attack

5th-Level Stalker Feature

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Favored Enemy Improvement

6th-Level Stalker Feature

Your understanding of your quarry grows with every successful pursuit. Experience has taught you that no two hunts are ever truly alike, and every victory deepens your knowledge of those you have sworn to confront.

Choose one additional favored enemy from the list available through your Favored Enemy feature. Alternatively, you may choose two additional humanoid ancestries as your favored enemies.

You also learn one language spoken by your newly chosen favored enemy, if it speaks one.

In addition, your relentless study of your favored enemies grants you the following benefits:

  • You have advantage on initiative rolls against your favored enemies.
  • During the first round of combat, your movement doesn’t provoke opportunity attacks from your favored enemies.

Veiled Play. When you roll initiative against one or more of your favored enemies, you may willingly gain 1 Arousal. If you do, until the end of the encounter, the first time each turn you hit one of your favored enemies with a weapon attack, you deal additional damage equal to your Wisdom modifier (minimum 1).

Unveiled Play. If you willingly gained Arousal through this feature, your pursuit becomes relentless. Once on each of your turns when you hit one of your favored enemies with a weapon attack, you may choose one of the following effects:

  • Increase your Arousal by 1 to force the target to make an EROS Save.
  • Reduce your Arousal by 1 after the attack resolves.
  • Prevent the target from taking the Disengage action until the start of your next turn.

Ability Score Improvement

8th-Level Stalker Feature

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Veil Step

7th-Level Stalker Feature

As a Bonus Action, you can move up to 15 feet to an unoccupied space you can see without provoking opportunity attacks. You must have a movement path to that space, and this movement does not pass through solid objects. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses after a Long Rest.

Veiled Play. The first time in an encounter you use Veil Step to approach a favored enemy, you may gain 1 Arousal after the movement.

Unveiled Play. When you use Veil Step, you may voluntarily gain 1 Arousal. If you do, your next Wisdom (Perception) or Wisdom (Survival) check before the end of your next turn has Advantage.

Land’s Stride

8th-Level Stalker Feature

Years spent traversing untamed wilderness have taught you to move with confidence through terrain that hinders others. Brambles part beneath your step, unstable ground no longer slows your pace, and natural hazards become little more than another part of the journey.

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from thorns, spines, or similar hazards if they haven’t been magically manipulated. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Veiled/Unveiled. When you willingly move through difficult terrain or natural hazards to reach a creature, objective, or ally, you may gain 1 Arousal. If you do, your speed increases by 10 feet until the end of your turn, and difficult terrain doesn’t cost your allies extra movement until the start of your next turn if they follow a path you traversed this turn.


Hunter’s Vigil

9th-Level Stalker Feature

When a creature you can see within 60 feet makes an attack against another creature, you can use your Reaction to warn the defender. The defender gains a bonus to AC against that attack equal to your Wisdom modifier (minimum 1). You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses when you finish a Long Rest.

Veiled Play. When this AC bonus causes the attack to miss, you may gain 1 Arousal. You can gain Arousal from Hunter’s Vigil only once per encounter.

Unveiled Play. When you use this feature, you may voluntarily gain 1 Arousal. The creature you protect then gains Temporary Hit Points equal to your Proficiency Bonus after the attack resolves.

Hide in Plain Sight

10th-Level Stalker Feature

You have mastered the art of blending into your surroundings, concealing your presence through patience, careful positioning, and an intimate understanding of the natural world. You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, snow, or other naturally occurring materials with which to create your camouflage.

Once camouflaged, you can attempt to hide by pressing yourself against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move, take an action, or a reaction, you must camouflage yourself again to gain this benefit.

Veiled Play. When you successfully remain hidden from one or more hostile creatures for at least 1 minute using this feature, you may willingly gain 1 Arousal. If you do, the first attack you make before the end of your next turn against a creature that was unaware of your presence has advantage, and if the attack hits, you deal additional damage equal to your Wisdom modifier.

Unveiled Play. If you willingly gained Arousal through this feature, your patience allows you to read your quarry before you strike. When your first attack against a creature hidden from by this feature hits, that creature has disadvantage on its first EROS Save before the end of your next turn. If it is not required to make an EROS Save during that time, you may instead immediately reduce your Arousal by 1 after the attack resolves.


Stalker Conclave Feature

11th-Level Stalker Feature

You gain a feature granted by your Stalker Conclave.


Ability Score Improvement

12th-Level Stalker Feature

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Call of the Wild

13th-Level Stalker Feature

Your Instinctive Release becomes an expression of absolute pursuit. When Instinctive Release activates, you can also choose one creature you can see within 60 feet. Until the end of your next turn, you know the direction of that creature while it remains within 60 feet, and your first weapon hit against it deals extra damage equal to your Proficiency Bonus. You still must satisfy the normal requirements for the attack.

Veiled Play. You may instead grant a willing ally within 30 feet Advantage on the next Wisdom (Perception) or Wisdom (Survival) check it makes before the end of its next turn.

Unveiled Play. If the chosen creature has at least 1 Arousal, your first weapon hit against it before the end of your next turn also grants you Temporary Hit Points equal to your Wisdom modifier + your Proficiency Bonus (minimum 1).

Vanish

14th-Level Stalker Feature

A lifetime spent pursuing dangerous quarry has taught you that survival often depends upon disappearing before your enemy realizes where to look. You can take the Hide action as a Bonus Action on your turn. In addition, you can’t be tracked by nonmagical means unless you choose to leave a trail.

Whether crossing open plains, dense forests, snow-covered mountains, or ancient ruins, you instinctively conceal your passage, leaving behind only those signs you wish others to find.

Veiled Play. Whenever you successfully Hide during combat, you may willingly gain 1 Arousal. If you do, until the start of your next turn, hostile creatures have disadvantage on Wisdom (Perception) checks made to locate you, and your movement doesn’t provoke opportunity attacks.

Unveiled Play. If you willingly gained Arousal through this feature, your disappearance unsettles those searching for you. The first hostile creature that fails to locate you before the start of your next turn must succeed on an EROS Save or become Distracted until the end of its next turn. While Distracted in this way, the creature cannot make opportunity attacks and has disadvantage on Wisdom (Perception) checks made to locate hidden creatures.


Stalker Conclave Feature

15th-Level Stalker Feature

You gain a feature granted by your Stalker Conclave.


Ability Score Improvement

16th-Level Stalker Feature

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Unerring Pursuit

17th-Level Stalker Feature

When you miss a favored enemy with a weapon attack, you can reroll the attack roll and must use the new result. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses when you finish a Long Rest.

Veiled Play. The first time you use Unerring Pursuit during an encounter, you may gain 1 Arousal after resolving the reroll.

Unveiled Play. When you reroll, you may voluntarily expend 1 Libido to add your Proficiency Bonus to the new attack roll. You must decide before learning whether the reroll hits.

Feral Senses

18th-Level Stalker Feature

Years of relentless pursuit have refined your instincts beyond ordinary perception. You no longer rely solely upon sight, sound, or scent to locate danger. The slightest disturbance in the world around you reveals what others cannot perceive, allowing you to react before hidden threats can seize the advantage.

You gain preternatural awareness of creatures around you. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided the creature isn’t hidden from you and you aren’t blinded or deafened.

Veiled Play. Whenever you begin your turn while one or more hostile creatures are hidden, invisible, or otherwise unseen by you, you may willingly gain 1 Arousal. If you do, until the end of your turn you instinctively anticipate their movements. During this time, creatures you are aware of can’t gain advantage on attack rolls against you for being unseen.

Unveiled Play. If you willingly gained Arousal through this feature, your awareness extends beyond ordinary instinct. Until the end of your turn, whenever a creature you are aware of forces you to make an EROS Save, you have advantage on that saving throw. In addition, the first time you hit that creature this turn, it has disadvantage on its next EROS Save before the start of your next turn.


Ability Score Improvement

19th-Level Stalker Feature

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Foe Slayer

20th-Level Stalker Feature

Few pursuits last forever. Whether hunting a deadly monster across forgotten frontiers, guiding companions safely through impossible wilderness, or bringing a dangerous fugitive to justice, every successful pursuit teaches another lesson. Over a lifetime, those lessons become instinct so deeply ingrained that failure becomes almost unthinkable.

You have become the consummate master of pursuit. Whenever you make a weapon attack against one of your favored enemies, you gain a bonus to the attack roll or the damage roll (your choice) equal to your Wisdom modifier. You choose to use this feature before or after making the attack roll, but before any effects of the attack are applied.

In addition, once on each of your turns when you hit one of your favored enemies with a weapon attack, you may immediately move up to half your speed without provoking opportunity attacks from that creature.

Veiled Play. Whenever you willingly gain Arousal through one of your Stalker class features while pursuing one of your favored enemies, you may immediately choose one of the following benefits:

  • Reduce your Arousal by 1.
  • Gain advantage on the next attack roll you make against your favored enemy before the end of your next turn.
  • Increase the damage of your next successful weapon attack against your favored enemy by your Wisdom modifier.

Unveiled Play. Your pursuit has become absolute. Once during each encounter, when one of your favored enemies fails an EROS Save imposed by one of your Stalker features, you may immediately activate your Call of the Wild without increasing your Arousal to Stage 6. This activation follows all normal rules for your Climax and doesn’t increase the number of times you can use Call of the Wild between rests.

If you are already benefiting from Call of the Wild, you instead regain 1 Libido.

Stalker Reference Links

Explore the Player Classes and Subclasses indexes, or review the Mechanics of Desire used by Stalker features.

For spellcasting, consult Magic in Erosia and the Spells reference. Your Stalker class rules determine which spells you can learn and cast.