Base Class: Ranger
"The Shadow Hunter is often a misconception. We do not hunt Shadow's, We are the Shadow. We are the one's born from darkness, the one's who live in shadows, and the one's always behind our prey..."
-B.L. Millard, Shadow Hunter
The Shadow Hunter is an adventurer made for scouting ahead into dungeons, clearing out traps, beasts, and more often than not, looting the dungeon before the rest even get out of the first room. Known for being extremely quick and stealthy, they use special techniques to drain the strength of their prey, meld into the shadows to hide, and to grab the treasure and avoid the traps. Many Shadow Hunter's are misunderstood, as they are very quiet and secretive of their abilities, and prefer to be in the dark. Shadow Hunter's are particularly seen as graverobbers and dungeon delvers, dishonorable adventurers and less of a ranger and more of a rogue. Shadow Hunter's gain the inspiration for their fighting style from the Shadow monster, draining their opponents strength and hiding in the shadows.
BECOMING A SHADOW HUNTER
Shadow Hunter's come from all sorts of backgrounds, although many are driven by greed for treasure or by a need for alone time. They usually all have a love for treasure, whether it be ancient history or magic items. Shadow Hunter's are seen as an alternative to multiclassing ranger and rogue, instead consolidating many similar traits into a single class. The Shadow Hunter can still be multiclassed, especially with monk (for extra dodging) or rogue (sneak attack and expertise), but other classes usually find the subclass too lonely and technically difficult. The largest aspect of the Shadow Hunter is stealth, as it is a must have to combat. The key abilities for the Shadow Hunter are Dexterity (evasion), Intelligence (for treasure and puzzle solving), and Wisdom (for spellcasting and tracking).
CLASS FEATURES
Shadow Hunters are absolutely adept at hiding in darkness (even when limited) and getting the drop on their foes, as well as traversing dungeons with swiftness.
Spellcasting (lvl 3): When you take this subclass, you gain 5 additional specific spells to cast with your wisdom modifier (Detect Magic, Darkness, Find Traps, Nondetection, Freedom of Movement, and Mislead).
Enhanced Darkvision (lvl 3): You gain darkvision of up to 60 ft. If you already have darkvision (i.e. from a race feature), it's effective distance is doubled. You can aslo see 30 ft into magical darkness, such as that made with the Darkness spell.
Trap Sense (lvl 3): You gain advantage on saving throws against traps so long as you are not affected by any conditions.
Shadow Stealth (lvl 7): When you take the Hide action while in dim light or darkness, your stealth roll has advantage.
Expert Packer (lvl 7): When adding things to your inventory, such as when you're looting treasure, the effective weight you feel (if you're using encumbrance) is decreased by 10%. (Variants: Your carrying capacity becomes 20*Strength score. If you aren't using encumbrance, instead gain an Ability Score increase.)
Strength Drain (lvl 11): Once per turn, when you hit with an attack, you can cause the target (if it's a creature), to make a DC 8+Wisdom Modifer Constitution Save or have their strength score decreased by 1d4. The strength is decreased until they heal (as with a potion or spell) or once they take a short/long rest. If this decreases their strength score to 0, the target must make a DC 12+Wisdom Modifier Constitution Save. On a success, they have +1 Strength Score, on a fail, they die. At higher levels, the save increases to DC 10+Wisdom Modifer and the strength drain increases by 1d6, and can only be cured with a heal spell of 4th level or greater or a long rest. When it is cured the strength score goes back to it's original value.
Shadowy Dodge (lvl 15): As a reaction to being targeted with an attack, if you are in dim light or darkness, the creature must make a DC 8+Wisdom Modifer Perception Check or instantaneously miss their attack. This decision can be made after the target is set, but not the roll to hit. Creatures with darkvision or blindsight have advantage on this perception check. The save increases to DC 10+Wisdom Modifer at higher levels.
PLAYING A SHADOW HUNTER
Shadow Hunter's are natural born treasure hunter's and dungeon delvers, and are particularly solitary, usually believing other's to slow them down. Shadow Hunter's also tend to take little trinkets from those that they have slain (especially if it's of a favored enemy). The only thing Shadow Hunter's are truly passionate about are their spoils they get from their adventures, and the thrill they get from completing a dungeon.
Combat: While Shadow Hunter's usually prefer to stay out of combat, their nature inevitably brings them into tussles with monsters, particularly those from the Underdark or the one's in the dungeons they explore. They prefer to attack only when in advantage, and hide in the shadows when they aren't. Shadow Hunter's also prefer to use traps to fight for them in dungeons, and use anyone they are traveling with as meat shields and expendables. You are at your best then during an ambush, making dexterity and initiative very important for first rounds and surprise. When at disadvantage, you do have Shadowy Dodge at high level to keep you from getting damaged.
Lore: Shadow Hunter's are very secretive, and when they see other Shadow Hunter's, it usually ends in competition. They prefer to be in the shadows, due to their Light Sensitivity trait, so they are very hard to actually come by in a campaign/world setting. However, they are still quite notorious, and there are quite a few famous Shadow Hunter's out there. For one, there is B.L. Millard, a retired (lvl 20) Shadow Hunter, who became very notorious for clearing out complete dungeons before the legendary rogue adventuring group: The Sneaky Bastards. His wealth from all his years of dungeon delving now fund his tavern: The Grog Log, in which he runs mini-dungeons in the basement for adventurers who want some non-lethal dungeon delving practice.
(THANK YOU SO MUCH FOR TAKING THE TIME TO READ THROUGH MY HOMEBREW! FEEL FREE TO (on discord) MESSAGE @Brisingr#6062 FOR ANY QUESTIONS OR SUGGESTIONS TO FUTURE HOMEBREW! FEEL FREE TO USE AT YOUR DM'S DISCRETION AND INCORPORATE INTO YOUR CAMPAIGNS! SPECIAL THANKS TO Dimension20 (look 'em up on youtube!) AND TO FORGOTTEN REALMS FANTASY SETTING. HAPPY D&D!)
Additional Spellcasting
Spellcasting: When you take this subclass, you gain 5 additional specific spells to cast with your wisdom modifier (Find Traps, Darkness, Detect Magic, Freedom of Movement, and Mislead).
Enhanced Darkvision
Enhanced Darkvision (lvl 3): You gain darkvision of up to 60 ft. If you already have darkvision (i.e. from a race feature), it's effective distance is doubled. You can aslo see 30 ft into magical darkness, such as that made with the Darkness spell.
Trap Sense
Trap Sense: You gain advantage on saving throws against traps so long as you are not affected by any conditions.
Shadow Stealth
Shadow Stealth (lvl 7): When you take the Hide action while in dim light or darkness, your stealth roll has advnatage.
Expert Packer
Expert Packer (lvl 7): When adding things to your inventory, such as when you're looting treasure, the effective weight you feel (if you're using encumbrance) is decreased by 10%. (Variants: Your carrying capacity becomes 20*Strength score. If you aren't using encumbrance, instead gain an Ability Score increase.)
Strength Drain
Strength Drain (lvl 11): Once per turn, when you hit with an attack, you can cause the target (if it's a creature), to make a DC 8+Wisdom Modifer Constitution Save or have their strength score decreased by 1d4. The strength is decreased until they heal (as with a potion or spell) or once they take a short/long rest. If this decreases their strength score to 0, the target must make a DC 12+Wisdom Modifier Constitution Save. On a success, they have +1 Strength Score, on a fail, they die. At higher levels, the save increases to DC 10+Wisdom Modifer and the strength drain increases by 1d6, and can only be cured with a heal spell of 4th level or greater or a long rest. When it is cured the strength score goes back to it's original value.
Shadowy Dodge
Shadowy Dodge (lvl 15): As a reaction to being targeted with an attack, if you are in dim light or darkness, the creature must make a DC 8+Wisdom Modifer Perception Check or instantaneously miss their attack. This decision can be made after the target is set, but not the roll to hit. Creatures with darkvision or blindsight have advantage on this perception check. The save increases to DC 10+Wisdom Modifer at higher levels.
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