Base Class: Ranger
Shadowborn are Rangers who dared to stare into the abyss, when it stared back... they smiled. Through an innate connection, experimenting with dark magics or other means these Rangers have been touched by the Shadowfell and changed. Embracing the shadows and twisting it to their will they excel at stalking their prey, causing confusion and slipping away into the darkness undetected.
Shadow's Embrace
Starting at 3rd level you can draw upon the dark energies from the Shadowfell. You become wreathed in a shadowy aura and for the duration you deal an extra 1d6 cold or necrotic damage on a successful hit once per round. This effect can be cast as a bonus action a number of times up to your Wisdom modifier, no less than one, and lasts for one minute. Once cast you can spend a bonus action to change the damage type or dismiss the spell before the effect ends. You regain use of these casts after finishing a short or long rest.
This damage increases by to 2d6 at 5th, 3d6 at 11th and 4d6 at 15th levels.
Shadow Step
Starting at 3rd level you can cast Shadow Step as a bonus action at will when in dim light or darkness. You teleport up to 60 feet to an unoccupied space that you can see. After using this ability you will have advantage on your next melee or ranged attack until the end of your turn.
Illusion Spells
Starting at 7th level you gain the ability to cast illusion spells from the Wizard's spell list. Once per long rest you can cast Darkness, Invsibility and Phantom Steed without expending a spell slot and these spells do not count against your known spells. You also gain the Minor Illusion cantrip. Other illusion spells chosen from this list will count towards your known spells and spell slots. Wisdom is your spellcasting ability for these spells.
Shadow Walk
Starting at 7th level you now know the Shadow Walk spell and can cast it a number of times up to your wisdom modifier. This is a concentration spell lasting up to 1 hour. You must complete a long rest before regaining these spell casts. In areas of dim light or darkness you and any creature you touch are transported to the edge of the Material Plane where it borders the Shadowfell. You can take more than one creature along with you up to your level, but all must be touching each other.
While in this region bordering the Material Plane and the Plane of Shadow your movement is tripled but objects in the Material Plane appear blurred and you can't make out details of the terrain as you pass through it.
Shadow Walk can also be used to teleport to the Plane of Shadow and other planes bordering it. You must travel to the Plane of Shadow before traveling to bordering realms. Once in the Shadowfell traveling to a bordering realm requires the passage of 1d4 hours.
Surrender to Darkness
Starting at 11th level you now know the spell Mental Prison and can cast it once per long rest without expending a spell slot. This spell does not count against your known spells.
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range (60ft) must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Shadow Form
Starting at 11th level you can become one with the shadows. A number of minutes per day equal to your level you can transform into a living shadow. These minutes do not need to be consecutive but each use will use at least a 1 minute increment. (Concentration)
The caster becomes insubstantial and translucent as well as its gear and anything it is carrying (consult your GM as to whether this extends to players and NPC's). In this form the caster cannot attack, pick up objects or cast spells with material components. Shadow Form also allows the caster to pass through narrow openings and small holes such as cracks and key holes. When moving through or standing in shadows you will be completely obscured from sight however creatures with Blindsight or Truesight can still see/sense you. The caster has resistance to all non magical damage in this form.
Devouring Darkness
At 15th level once per long rest you can cast Maddening Darkness without expending a spell slot. This spell does not count against your known spells.
Magical darkness spreads from a point you choose within range (150ft) to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
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