Ranger
Base Class: Ranger

"I walk in shadow so that others may walk in the light."

The Shadow Walker is a defender of elven lands, skilled in scouting, reconnaissance, and defense. Shadow Walkers are a brotherhood of twilight and shadow, ranging abroad in secret service to the elven homeland. The Shadow Walkers account for much of the military and societal information the elves have about the outside world, and they are often the first, and sometimes last, line of elven defense.

To take this ranger archetype, you must have been trained by other Shadow Walkers. For that reason, Shadow Walkers who are not elves are virtually unknown.

Credit: Farlandworld.com

Shadow Armor

At level 3, as a reaction which you take when you are hit by an attack, you gain the ability to cloak yourself in an armor of semi-substantial shadow. Until the end of your next turn, you gain a +5 bonus to AC, including against the triggering attack. If an enemy misses you with an attack while you are wearing your Shadow Armor, you gain advantage on your next attack against that enemy. You cannot use your Shadow Armor again until you complete a short or long rest.

Shadow Jump

At level 7, you gain the ability to jump from one shadow into another. 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.

Master of Shadow

At level 11, you gain additional control of shadow. You have the following two abilities:

Create Shadow. As a bonus action, you can create a 10-foot radius area of dim light (shadow) on a point that you can see within 60 feet. Non-magical lights are dimmed, but magical lights function normally in this area. The duration of this effect is concentration, up to 1 minute. You can't create another shadow until you have completed a short or long rest.

Shadow Walk. You gain the ability to enter the Penumbra, the Plane of Shadow, as an action and use its reality-warping effects to move great distances at speed. You, your mount, up to five companions, and their mounts, can enter the Penumbra, disappearing from the material plane, and travel overland at twice the normal speed for up to four hours. While you travel in the Penumbra, you are not detectable on the material plane. Since you are on the border of the Penumbra, you are generally in no danger from its inhabitants. You can't Shadow Walk again until you have completed a long rest. You can't use Shadow Walk to take a mount into the Penumbra that is huge or larger.

Shadowed Weapon

At level 15, as a bonus action, you can wreathe a melee weapon in dangerous shadow, creating a shadowed weapon. For the next minute, your weapon deals an extra 2d6 necrotic damage. When you hit an enemy with the shadowed weapon, it must succeed on a constitution saving throw or be blinded. The DC of this saving throw is 8 + your proficiency bonus + your Wisdom modifier. A creature blinded by the shadowed weapon makes another Constitution saving throw at the end of each of its turns. On a successful save it is no longer blinded and can't be blinded again by this use of your shadowed weapon. You can't create another shadowed weapon until you have completed a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
2/17/2022 9:14:00 PM
0
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes