Ranger
Base Class: Ranger
The Shadowstrike Sentinel is a master of the shadows, striking from unexpected angles and moving with stealth and speed. They can imbue their weapon attacks with dark energy, teleport to their target, and even become one with the shadows themselves. Their abilities allow them to outmaneuver and outsmart their enemies, striking from the darkness and disappearing just as quickly. They excel in hit-and-run tactics and are a formidable force in battle, using the cover of darkness to their advantage.

Shadowstrike Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Shadowstrike Sentinel Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Shadowstrike Sentinel Spells

Ranger Level Spell
3rd faerie fire
5th darkness
9th fear
13th dimension door
17th teleportation circle

Shadowstrike

At 3rd level, you learn to harness the power of shadows to enhance your weapon attacks. When you make a weapon attack, you can choose to imbue the attack with shadow energy. If the attack hits, it deals an additional 1d8 necrotic damage and increases to 2d8 at level 11.

You can use this ability a number of times equal to your proficiency bonus before needing a long rest to recharge.

Shadow Senses

At 3rd level, you have learned to use the shadows to your advantage. As a bonus action, you gain tremorsense up to 10 feet for one minute. You can sense the vibrations of creatures and objects within range, even if they are behind solid objects or in darkness. You cannot sense creatures or objects that are flying or are incorporeal.

Shadow Step

At 7th level, your connection to the shadow plane allows you to move through them with ease. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. You gain advantage on the first attack roll you make after teleporting.

You can use this ability a number of times equal to proficiency bonus before per long rest.

Improved Shadowstrike

At 11th level, your Shadowstrike can now allow you to pass with it through the Shadow Plane. When you hit a creature with a Shadowstrike ranged attack, you can use your bonus action to teleport to an unoccupied space you can see within 5 feet of the target so long as that space is in dim light or darkness.

Your Shadowstrike now deals 2d8 necrotic damage.

Shadow Form

At 15th level, your ability to move through the shadows enables you to become one with the shadow to lessen the harm done to you during battle and move in ways others cannot.

  • You have resistance to non-magical physical damage.
  • You can move through other creatures and objects as if they were difficult terrain.
  • While you are moving in Shadow Form, attacks made against you are at disadvantage.
  • You have advantage on Dexterity (Stealth) checks and to saves vs fear and charmed effects.
  • Once per turn, when an attacker that you can see hits you with an attack, you can use your reaction to teleport to an unoccupied space within 30 feet of you and become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw.

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