Ranger
Base Class: Ranger

Shadestalkers are a rare brand of rangers, individuals at home in the darkest of places, from where they draw their power from. The shadows, primordial darkness, gloomy alleyways or, more likely than not, the Shadowfell. Most enter these places with trepidation, but shadestalkers harness the power of the dark and the void for their own benefit, they weaken and pin down their enemies, escaping when the time's right and boldly venturing into the darkness.

Unlike how it may seem, rangers of this conclave are actually rarely seen without a group, they thrive while working with others. They are leaders, guiding their party through the dark and never letting their enemies see them coming, both weakening their foes and empowering their allies, using their Shadowfell magic or simply dark powers, to support their people and slip by unseen.

Shade Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Shadestalker spell stable. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level

Spells

3rd

faerie fire (appears as a coat of enthralling darkness)

5th

darkness

9th

major image

13th

greater invisibility

17th

arcane hand

From the Dark

Starting when you first choose this conclave at 3rd level, you gain the ability to peer into the darkness. You gain darkvision out to a range of 90 feet. If you already have darkvision, its range is increased by 90 feet instead. Unlike other creatures, you can discern shades of colour.

In addition, while in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Shadowshot

Also at 3rd level, you gain the ability to harness the darkness to secure victory and pin down your foes. As a bonus action on your turn, you may choose a point you can see within 90 feet of you, firing a burst of mystical shadow (its appearance is your choice, whether an arrow, a dagger or something else) at that point. Creatures of your choice within 20 feet of it must succeed on a Dexterity saving throw against your spell save DC or become ensnared by threads of darkness that sprout from the arrow. 

A creature ensnared this way may escape the effect by moving more than 30 feet away from the point you chose, or by using its action to make a Strength(Athletics) check against your spell save DC. While a creature is ensnared this way, a creature's speed is halved, and the first attack against them each turn deals an additional 1d4 necrotic damage. When you reach 11th level, the damage increases to 1d6.

You can use this feature once, regaining the ability to use it again when you roll initiative, or if you expend a spell slot of 2nd level or higher to use it again.

Umbral Master

At 6th level, you can conjure darkness to protect yourself or your allies at the right time. Choose from the options below as you activate this feature:

Shadowy Dodge. As a reaction to being hit by an attack, you may become invisible and move a number of feet equal to half your walking speed in a direction you choose. You remain invisible until the end of your next turn, unless you hit with an attack or cast a spell. While invisible this way, your walking speed increases by 10 feet.

Vanishing Step. As a bonus action on your turn, you can choose a creature you can see within 30 feet of you (this can be you). They become invisible for a number of rounds equal to your proficiency bonus, or until they hit with an attack or cast a spell. While invisible this way, your walking speed increases by 10 feet.

Flawless Execution. Whenever you roll a critical hit on one of your attacks, or you reduce a hostile creature to 0 hit points, you can choose to become invisible (no action required). This invisibility lasts until the beginning of your next turn or until you attack or cast a spell. While invisible this way, your walking speed increases by 10 feet.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Dread Provision

When you reach 11th level, you use your dark abilities to light the way for your allies. Whenever a creature becomes ensnared by your Shadowshot or a creature becomes invisible by your Umbral Master feature, an Orb of Darkness is woven from shade and magic (no action required). This orb is a Tiny magical object, and it appears in an unoccupied space you can see within 10 feet of you.

Whenever you or an allied creature moves into the space of an Orb of Darkness, it is consumed and it disappears. The creature gains temporary hit points equal to your ranger level, and the next time they deal damage, they deal additional necrotic damage equal to half your ranger level + your Wisdom modifier.

Dual Gloom

By the time you've reached 15th level, when you use your Shadowshot feature, you may fire two projectiles instead of one. Affected creatures make a separate saving throw for each of them, and two Shadowhots can’t be placed in the same spot.

In addition, whenever a creature fails their saving throw against your Shadowshot, you may have them succeed on a Constitution saving throw against your spell save DC. On a failed save, the next time you or an ally of yours hits the creature with an attack, the creature has vulnerability to all of that attack's damage if they don't already have resistance or immunity. On a successful save or if they have resistance or immunity, the next time you or an ally of yours hits the creature with an attack, it deals additional damage equal to half that attack's damage. 

Once a creature fails the Constitution saving throw, you can’t force another one until you finish a short or long rest.

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