Base Class: Rogue
An expert at taking out foes from a distance, the Shadow Ranger uses the darkness to its advantage to deal devastating damage to its target.
Deadly Shots
At 3rd level, you learn to unleash deadly effects with your arrows. When you gain this feature, you learn 3 Deadly Shot options of your choice (see “Deadly Shot Options” below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Deadly Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain additional shots at levels 5, 7, 10, and 15
If an option requires a saving throw, your Deadly Shots save DC equals 8 + your proficiency bonus + your Dexterity modifier.
Arrow of Banishment
You use shadow magic to try to temporarily banish your target to a harmless location in the void. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 15th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Arrow of Explosive Force
You imbue your arrow with an explosive evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each and make a strength saving throw or be thrown 10 feet. Half the damage and distance on a save.
The force damage increases to 4d6 when you reach 15th level in this class.
Arrow of Gloom-Stalking
Using shadow magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 7h level in this class and 4d6 at 15th Level
Arrow of Immediate Blindness
You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 1d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 2d6 when you reach at 7th level, and 4d6 at 15th level.
Arrow of Infatuation
Your enchantment magic causes this arrow to temporarily Charm its target. The creature hit by the arrow takes an extra 1d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 2d6 at 7th level and 4d6 when you reach 15th level in this class.
Arrow of Piercing Shadows
When you use this option, you don’t make an attack roll for the attack. Instead, an arrow of pure darkness shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 7th level in this class and to 4d6 at 15th level.
Arrow of Umbral Tendrils
When this arrow strikes its target, conjuration magic creates grasping shadow tendrils, which wrap around the target. The creature hit by the arrow takes an extra 1d6 force damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Deadly Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 2d6 when you reach 7th level in this class and to 4d6 at 15th level.
Arrow of Weakness
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 1d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its attacks is halved until the start of your next turn.
The necrotic damage increases to 2d6 when you reach 7th and 4d6 at 15th level in this class
Darkness Becomes Them
Strike from the Shadows
At the start of your first turn of each combat, If you suprise an enemy creature. your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on your first turn, you can make one additional weapon attack as part of that first attack. If that attack hits, the target takes an extra 1d4 damage of the weapon’s damage type.
This features damage increase to 1d8 at level 9 and 2d8 at level 17
Additionally this feature grants you Extra Attack.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 9th level in this class and to four when you reach 17th level in this class.
Range Mastery
You gain a +2 to range attacks and gain proficiency in bows.
Shadowstep
Your proficiency in the shadows grants you the ability to misty step up to twice per long rest
When Opportunity Strikes
Magical Quiver
Starting at 9th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.
Master Tactician
At 9th level you become a master tactician, better placing yourself on the field of combat, you can add your wisdom modifier to your initiative rolls.
Death From the Shadows
Starting at 13th level, you become a master of instant death. 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, double the damage of your attack against the creature.
The Night Mother's Call
When you reach 17th level, you have become a master of shadows and can manipulate the battlefield. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Previous Versions
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