Ranger
Base Class: Ranger

Stygian Hunters are at home in the shadows, wrapping and arming themselves within it. A Stygian Hunter vampirises the energy of its foes, converting it into potent shadow magic, which it can use to protect itself or to deal devastating blows to its quarry.

Umbralescence

At 3rd level, whenever you deliver a killing blow, or score a critical attack against an enemy, you devour some of its essence. When you do this, a shadowy, incorporeal umbralescent orb forms and hovers within a foot of your body. You may have up to your proficiency modifier in umbralescent orbs at any given time. Umbralescent orbs give passive effects, depending on the number you have active. Umbralescent orbs fade back into the ether at a rate of one orb per 10 minutes, unless you are standing in an area of complete darkness.

Umbralescent Orb Effects:

  • One orb: Gain blindsense to a range of 60 feet.
  • Two orbs: Your AC increases by +1.
  • Three orbs: Your weapon attacks deal an extra 1d6 necrotic damage.
  • Four orbs: As a bonus action, you can teleport up to 90 feet, as long as the starting point and the target location are part of a contiguous area of darkness.
  • Five orbs: Your AC increases by an additional +1, and you become resistant to necrotic and cold damage. If you are already resistant from a class or race feature, you become immune, instead.
  • Six orbs: You can expend all six orbs to immediately slay a creature at or below 100 hit points as part of a successful weapon attack.

At 11th level, spending 1 hour in an area of complete darkness generates umbralescent orbs, up to one third of your maximum amount, and this additional feature cannot take you over one third of your maximum.

 

Stygian Sight

At 7th level, your supernatural sense of vision protects you from attacks and abilities that rely on sight. When you make a saving throw against a spell, ability, or gaze attack that requires sight, you do so with advantage.

In addition, areas of magical darkness reveal truths to you. While you stand in an area of magical darkness, you gain truesight against any target that is also within the same effect. 

The Darkness spell is added to your spells known, if it isn't already.

Mark of Styx

At 11th level, as a bonus action, you imprint a shadowy sigil onto a creature within 90 feet that lasts for one hour. As long as the mark is active, your critical hits against the target generate two umbralescent orbs, and you generate an orb when the creature dies, even if you did not deliver the final blow. If the target dies before the spell ends, you can use a bonus action on your next turn to move the mark to another creature within range.

Additionally, if you consume all six of your umbralescent orbs to attempt to slay a creature affected by the Mark of Styx, the attack instead instantly kills any creature below 150 hit points, ending the effect, and does not generate an umbralescent orb.

Umbracorporeal

At 15th level, while in areas of complete darkness, you ignore difficult terrain, gain advantage on skill checks made to resist being restrained, and can break free from non-magical restraints as part of a move action.

As your sway over shadowstuff improves, you need less of it to perform your abilities. Areas of low-light now count as complete darkness for you.

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