Base Class: Ranger
Running through the fight, enemies of the Shadow Walker aren't sure whether the ranger is wreaking havoc on them from a distance or is behind them. A ranger who follows in the steps of the Shadow Walker can manipulate the battlefield, a proverbial one man army.
Shadow Image
Starting at 3rd level, you can summon a ghostly image of yourself within 5 feet of you as a bonus action. This image looks exactly like you at the moment you summon it, albeit an ethereal version that barely obstructs vision. All attacks aimed at the shadow pass through it. You must remain within 100 feet of your shadow or it vanishes. Otherwise, this shadow lasts until it is dispelled, or for 1 minute. You can only have one shadow present at a time.
Although stationary, the shadow will mimic your actions. When you attack an enemy, your shadow will launch an attack at the same enemy if in range. If the target is not in range of the shadow, it will attack the nearest enemy. You must roll an attack for your shadow using your attack modifiers. If your shadow hits, it rolls full damage dice and adds the relevant modifiers; however it will only deal half the rolled damage to the enemy as necrotic damage.
You shadow can only attack once per turn and cannot take reactions or contribute to flanking.
Disappear Into Shadows
Beginning at 7th level, you can use your bonus action to take the place of your shadow. By using this ability, you take the place of your closest shadow, if there is no obstruction in the space. Your shadow then appears at your former location. You can use this a number of times equal to your Wisdom modifier and regain all uses after a long rest.
Duplicity
Starting at 11th level, you gain the ability to summon and maintain two shadows. Each shadow behaves the same as defined in Shadow Image.
Shadow Assualt
At 15th level, as an action, you can have a shadow explode into a mass of dark energy. Each creature within a 5 foot cube of the shadow must make a Constitution saving throw against your spell DC, taking 6d10 necrotic damage on a failed save or half that amount on a success. You can use this ability twice per long rest.
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