At 3rd level, your shadow transforms into a creature under your direct control. Your shadow is a medium creature with an AC of 12. It’s hit point maximum equals four times your ranger level, and it has a number of d8 Hit Dice equal to your ranger level. It has a speed of 40 ft., strength of 14, dexterity of 14, constitution of 12, intelligence of 3, wisdom of 14, and charisma of 6. It is proficient in the athletics, perception, and stealth skills, and proficient in constitution and wisdom saving throws. Your shadow has advantage on perception checks that rely on hearing, and has the pack tactics ability. Your shadow has a pummel attack that is a melee weapon attack, +4 to hit, reach 5 ft., one target, 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and your shadow can’t attack another target. Add your proficiency bonus to your shadow’s AC, attack rolls, and damage rolls, as weIl as to the saving throws and skills it is proficient in. You and your shadow share an initiative, interweaving your turns together. You can verbally command your shadow where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command for it to take an action, your shadow takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command your shadow to take the Attack action. If you are incapacitated or absent, your shadow acts on its own, focusing on protecting you and itself. Your shadow never requires your command to use its reaction, such as when making an opportunity attack. While traveling through your favored terrain with only your shadow, you can move stealthily at a normal pace. If your shadow dies, you can reform it by spending 8 hours performing a ritual of recall.
IMPROVED SHADOW
Beginning at 7th level, if you don’t command your shadow to take the attack action, you can use a bonus action to command your shadow to take the Dash, Disengage, or Help action. In addition, your shadow’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
SHADOW ATTACK
Starting at 11th level, when you command your shadow to take the Attack action, it can make two attacks.
SHADOW MAGIC
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your shadow with the spell if it is within 30 feet of you.
RANGER'S SHADOW
At 3rd level, your shadow transforms into a creature under your direct control. Your shadow is a medium creature with an AC of 12. It’s hit point maximum equals four times your ranger level, and it has a number of d8 Hit Dice equal to your ranger level. It has a speed of 40 ft., strength of 14, dexterity of 14, constitution of 12, intelligence of 3, wisdom of 14, and charisma of 6. It is proficient in the athletics, perception, and stealth skills, and proficient in constitution and wisdom saving throws. Your shadow has advantage on perception checks that rely on hearing, and has the pack tactics ability. Your shadow has a pummel attack that is a melee weapon attack, +4 to hit, reach 5 ft., one target, 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and your shadow can’t attack another target. Add your proficiency bonus to your shadow’s AC, attack rolls, and damage rolls, as weIl as to the saving throws and skills it is proficient in. You and your shadow share an initiative, interweaving your turns together. You can verbally command your shadow where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command for it to take an action, your shadow takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command your shadow to take the Attack action. If you are incapacitated or absent, your shadow acts on its own, focusing on protecting you and itself. Your shadow never requires your command to use its reaction, such as when making an opportunity attack. While traveling through your favored terrain with only your shadow, you can move stealthily at a normal pace. If your shadow dies, you can reform it by spending 8 hours performing a ritual of recall.
IMPROVED SHADOW
Beginning at 7th level, if you don’t command your shadow to take the attack action, you can use a bonus action to command your shadow to take the Dash, Disengage, or Help action. In addition, your shadow’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
SHADOW ATTACK
Starting at 11th level, when you command your shadow to take the Attack action, it can make two attacks.
SHADOW MAGIC
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your shadow with the spell if it is within 30 feet of you.
A ranger version of the Echo Knight