You are an expert at skulking and scouting in dangerous locations, like dungeons, dark hallways in an enemy lair, or caverns.
Options:
Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
While you are in dim light or darkness and an enemy attempts to target you using their sight to impose a saving throw against you, they must succeed on a Perception check (DC equal to 10 + half your character level) to do so. On a failure, they must pick a new target. If they are unable to pick another target and you were the sole target, they lose their action.
You have Advantage on saving throws made to avoid or resist traps. You have Advantage on saving throws made to avoid or resist traps and other environmental hazards (at your DMs Discretion), and you have Resistance to the damage dealt by traps and other environmental hazards (at your DMs Discretion).
When you are hidden from a creature and miss it with a ranged attack, making the attack does not reveal your position.
You may take a Reaction to Hide if your position is revealed after hitting with a ranged attack.
When you hit a creature while being unseen to them or when the creature is surprised, you can force them to make a Wisdom saving throw (DC = 8 + proficiency bonus + the ability modifier used). On a failed saving throw the creature is Frightened and considers all unoccupied spaces around it as the source of its fear even if they cannot see.
You can try to Hide when you are lightly obscured from the creature from which you are hiding.
Your attack rolls are made at Advantage against surprised creatures during the first round of combat.
Your attack rolls are made at Advantage against surprised creatures during the first round of combat, additionally their saving throws are made a Disadvantage vs DCs you impose upon them while they are surprised.
Creatures that you surprise are only able to take an action or a Bonus Action on their subsequent turn, not both.
Dim light does not impose Disadvantage on your Wisdom (Perception) checks relying on sight.
You may see in darkness as if you had Darkvision (60 feet), or if you already have Darkvision, the range is increased by 30 feet.
You have Advantage on Wisdom (Perception) checks relying on sound.
While you are in dim light or darkness, creatures do not have Advantage on attack rolls against you as a result of you being affected by a condition.
Moving stealthily does not hamper your movement. You have Advantage on any Stealth check you make as part of the Hide action during combat.
You gain proficiency in the Stealth skill, if you already have proficiency, you gain expertise.
Foundry Note
When you select this feat, you will have to manually grant yourself the appropriate level of proficiency in the Stealth skill
When you hit a creature within normal range of a ranged attack, to a maximum of 30 feet, if they are affected by a condition that allows any attack that hits the creature to be a Critical Hit if the attack is within 5 feet of the creature then you critically hit.
Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
While you are in dim light or darkness and an enemy attempts to target you using their sight to impose a saving throw against you, they must succeed on a Perception check (DC equal to 10 + half your character level) to do so. On a failure, they must pick a new target. If they are unable to pick another target and you were the sole target, they lose their action.
You have Advantage on saving throws made to avoid or resist traps. You have Advantage on saving throws made to avoid or resist traps and other environmental hazards (at your DMs Discretion), and you have Resistance to the damage dealt by traps and other environmental hazards (at your DMs Discretion).
When you are hidden from a creature and miss it with a ranged attack, making the attack does not reveal your position.
You may take a Reaction to Hide if your position is revealed after hitting with a ranged attack.
When you hit a creature while being unseen to them or when the creature is surprised, you can force them to make a Wisdom saving throw (DC = 8 + proficiency bonus + the ability modifier used). On a failed saving throw the creature is Frightened and considers all unoccupied spaces around it as the source of its fear even if they cannot see.
You can try to Hide when you are lightly obscured from the creature from which you are hiding.
Your attack rolls are made at Advantage against surprised creatures during the first round of combat.
Your attack rolls are made at Advantage against surprised creatures during the first round of combat, additionally their saving throws are made a Disadvantage vs DCs you impose upon them while they are surprised.
Creatures that you surprise are only able to take an action or a Bonus Action on their subsequent turn, not both.
Dim light does not impose Disadvantage on your Wisdom (Perception) checks relying on sight.
You may see in darkness as if you had Darkvision (60 feet), or if you already have Darkvision, the range is increased by 30 feet.
You have Advantage on Wisdom (Perception) checks relying on sound.
While you are in dim light or darkness, creatures do not have Advantage on attack rolls against you as a result of you being affected by a condition.
You gain proficiency in the Stealth skill, if you already have proficiency, you gain expertise.
Foundry Note
When you select this feat, you will have to manually grant yourself the appropriate level of proficiency in the Stealth skill
Moving stealthily does not hamper your movement. You have Advantage on any Stealth check you make as part of the Hide action during combat.
When you hit a creature within normal range of a ranged attack, to a maximum of 30 feet, if they are affected by a condition that allows any attack that hits the creature to be a Critical Hit if the attack is within 5 feet of the creature then you critically hit.