Ranger
Base Class: Ranger

A Shadow Walker is a warrior who has become infused with the magic of the Shadowfell, wielding the darkness within themselves to enhance their abilities.

Level 3: Shadow Control

Beginning at 3rd level, you learn how to manipulate the dark energy trapped within your form and use it to control your own shadow.

Shadow. Your shadow is an extension of you. If your shadow occupies the same 5-foot area as a creature, that creature is considered heavily obscured.

Your shadow has an AC equal to 13 + your proficiency bonus and hit points equal to half your hit point maximum. Its walking speed and climbing speed are equal to your movement speed. The shadow must remain attached to a solid surface and is immune to forced movement that would remove it from a surface. If your shadow must make a saving throw, it uses your saving throw bonus.

If your shadow is destroyed, you can regenerate it when you finish a Long Rest.

Inactive Shadow. Your shadow can enter an inactive state while occupying the same space as you. You can cause it to enter this state as a Bonus Action. While inactive, it appears to be a mundane shadow and is unaffected by damage.

Shadow Movement. As a Bonus Action, you can move your shadow up to 15 feet away from you. If your shadow would move beyond this range, it is pulled toward you until it is within range. This maximum distance increases as shown below.

Shadow Resilience. At 11th level, your shadow gains resistance to nonmagical damage.

Independent Movement. At 15th level, your shadow can move once per turn without requiring your Bonus Action.

Your shadow's statistics and abilities are determined by this feature.

Level 7: Umbral Action

Starting at 7th level, your form becomes darker and more fluid, allowing you to move your shadowy form more swiftly.

You can take a Bonus Action on each of your turns in Combat. This Bonus Action can be used only to take the Hide action or to switch places with your shadow.

Switching places with your shadow does not provoke Opportunity Attacks.

Level 3: Piercing Shadow

Beginning at 3rd level, if your shadow is within 5 feet of a creature you just damaged with an attack, you can have your shadow mimic your motions and deliver its own attack, dealing 1d6 necrotic damage.

The damage increases to 2d6 at 7th level, 3d6 at 11th level, and 4d6 at 15th level.

This damage may only be applied once per turn.

Level 7: Aura of Menace

At 7th level, you can use a Bonus Action to have your shadow emanate an aura of menace with a radius of 5 feet. Until the start of your next turn, you have Advantage on attack rolls against enemies within the aura.

You can use this feature a number of times equal to 1 + your Constitution modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Additionally, the damage dealt by your Piercing Shadow increases to 2d6.

Level 3: Shadow Walker Spellcasting

Your body is infused with the magic of the Shadowfell, allowing you to draw upon the Shadow Weave to cast spells.

Constitution is your spellcasting ability for your Shadow Walker spells.

You use your Constitution modifier whenever a Shadow Walker spell refers to your spellcasting ability. You also use your Constitution modifier when setting the saving throw DC or making an attack roll with a Shadow Walker spell.

Spell Save DC = 8 + your proficiency bonus + your Constitution modifier

Spell Attack Modifier = your proficiency bonus + your Constitution modifier.

You can use an arcane focus as a spellcasting focus for your Shadow Walker spells. You may also use a scythe as your spellcasting focus.

Level 3: Dark Machina

Spells come from the shadow that lives inside you. Using spells drains this shadow, along with your very essence.

Whenever you cast a Shadow Walker spell of 1st level or higher, you take 1 damage. This damage cannot be prevented in any way.

Level 11: Cellular Evasion

Beginning at 11th level, you can change your physical structure to negate the damage from certain area effects.

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Level 11: Reaction Limit

Starting at 11th level, the speed of your movements becomes unnatural. Your movement speed increases by 10 feet.

Additionally, you may switch places with your shadow as a Reaction. If you are the target of an attack, your shadow instead becomes the target.

Level 15: Sever Soul

Your blades cut through the very fabric of your enemies. Starting at 15th level, you may change the damage type of your weapon attacks to deal Psychic damage instead of their normal damage type.

Level 15: Shadow Duality

They say that the greater the light, the greater the shadow. At 15th level, you gain a second shadow. This shadow has the same statistics as your original shadow.