Base Class: Ranger
As a Master of Shadows, you are a skilled assassin that has learned to become one with the darkness. You have taught yourself to meld with it, bend it to your will, and wield its powers against your foes when the time is right. Others see shadow as the absence of light, but you have found an immensely powerful ally in it and show it the utmost respect.
Assassinate
Starting at 3rd level, you have mastered the ability to stalk your foes and predict their movements. This means you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that has yet to take a turn in the combat. In addition, any hit you score against a creature that is surprised is a critical hit.
Dark Apparitions
When you choose this archetype at 3rd level you gain the ability to, as a bonus action, condense shadows to create an inanimate object of your choice smaller than a 1 foot cube. You may do this a number of times equal to your Dex modifier, and this resets after a long rest. Objects created with this feature are entirely black in appearance, fade back to shadow when they leave the hands of the shadow assassin, and do not last for longer than an hour outside of combat. At 7th level, you can spend one hour shrouding one chosen weapon with shadow and summon it at will. You may only have one weapon shrouded at a time and can summon or dismiss it for any length of time. At 11th level, as your expertise with the shadows increases, the shrouded weapon also deals an additional [1d4] psychic damage as the darkness attempts to taint the target's soul.
Shadow Step
At 7th level, you gain the ability to step from one shadow into another unnoticed. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Blind Eye
Starting at 7th level, your connection with the shadows allows you to be ever vigilant and while resting the shadows watch over you. You remain aware of your surroundings within 30 feet, even while asleep. In addition you are immune to the blinded and surprised conditions, and can take your turn normally in a surprise round.
Shade Projection
At 11th level, you gain the ability to cast a shadow self into an area marked with your sigil that is known to you and concealed in dim light or darkness. As an action, you may cast your senses into your shadow self for up to 1 minute. In shadow form, you are blinded to your physical surroundings and cannot perceive touch, but may speak and hear. You may end this at will with no action required. In addition, a creature may request your shadow's presence by being in contact with your mark and focusing on their desire for contact for 1 minute. You are not required to respond in any way but you are aware of the request.
Soul Consumption
Starting at 15th level, you become a master of instant death, able to consume a target with darkness. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, a shadow of your attack immediately deals identical damage to your own- double all damage of your attack against the creature. If the creature is killed in this way, it is consumed by shadow, leaves no trace behind, and their soul is unable to be reached by anything other than a wish spell.
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