Base Class: Ranger
Deadeyes are mercenaries for hire that stalk and mark their targets with shadow magic. They use long range weapons for precise kills and utilize Conjuration and Illusion magic to remain out of danger. As masters of shadow, they are adept at remaining hidden from enemies. Having undergone a magical ritual to alter their eyes, they have enhanced vision that allows them to attack with pin point accuracy. These Rangers usually remain neutral and go where the money is, but some will take up arms for good and become monster hunters, lawmen, or sentries.
Deadeye Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Deadeye Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Deadeye Spells
| Ranger Level | Spell |
|---|---|
| 3rd | bane |
| 5th | misty step |
| 9th | blink |
| 13th | greater invisibility |
| 17th | mislead |
Deadly Aim
At 3rd level, you hone your skill with ranged weapons. You no longer have disadvantage on ranged weapon attacks when attacking at the weapon's maximum range. Additionally, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Shadow's Embrace
At 3rd level, you gain darkvision out to a range of 90 feet, and can see normally in darkness.
You are also adept at evading creatures. You also gain proficiency in Stealth and may add double your proficiency to Stealth checks.
Death's Judgement
At 9th level you shoot with deadly accuracy. Make an opposed Dexterity (Stealth) check versus the target's Wisdom (Perception) check if you are hidden from the target when you hit with a ranged attack. If you win, the hit becomes a critical hit. If successful, you may also double your damage modifier.
Shadow Flare
At 11th Level, when you take the attack action on your turn, you can replace one attack and launch an orb of shadow magic from an equipped ranged weapon. Dark shadows stretch out in a 5 foot radius of the targeted area and latch onto enemy creatures. Each creature in that area must make a Wisdom saving throw. If a creature fails the save, the next attack against it has advantage. The affected area lasts for 1 minute or until you use this feature again.
As a bonus action, you can reactivate your Shadow Flare to teleport to the targeted location. If you use this bonus action, the Flare swaps places with you. Any creatures in this area must also make a Wisdom saving throw. If a creature fails the save, the next attack against it also has advantage. You may only do this once per use of Shadow Flare.
You can use this feature a number of times equal to your Wisdom modifier every long rest.
Shadow Meld
At 15th level, your skill at blending in with your environment in unmatched. The effects from your Death's Judgement feature extend to two attacks. If you succeed on both Stealth checks, you remain hidden even after making the attacks. In addition, if you attack or cast a spell while invisible, the invisibility lasts until the end of your next turn.
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Posted Mar 15, 2020I wanted to do Hex as the first level spell, as I think that would fit thematically, but unfortunately it's from the Player's Handbook and wouldn't allow me to share it.