Base Class: Ranger
While many Rangers are content to serve as protectors of the woodland realms of the Material Plane, there are a select few who opt to guard more exotic locales within the Planes. Among those are the Shadow Prowlers, those who guard the spaces between the Material Plane and the Shadowfell. Imbued with the magics of the Shadowfell, these Rangers are capable of forming weapons out of shadow, making use of them to ensure that no living creature passes into the Plane of Shadow, and that no undead being passes into the Material Plane.
Armament of The Fell
When you join this conclave at 3rd level, you learn to conjure forth your armament, a weapon formed from shadowstuff. Whenever you finish a long rest, you can touch one nonmagical weapon and infuse it with shadowstuff, transforming it into your armament weapon. The weapon becomes composed of shadowstuff and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, but otherwise retains its other properties. The infusion lasts until you finish a long rest or you die.
Once per turn when you hit a creature with this weapon, you can deal extra damage equal to 1d8 of either cold, necrotic, or psychic damage (your choice).
Your armament weapon grows in power as you do. At 6th level, the weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 11th level and +3 at 17th level.
Shadow Prowler Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Shadow Prowler Spells table. 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 |
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3rd |
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5th |
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9th |
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13th |
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17th |
Prowler's Gaze
Also at 3rd level, your newfound power over the Shadowfell's energies grants you the senses needed to see through shadows. You gain darkvision, allowing you see in darkness both magical and nonmagical, out to a range of 60 feet.
Mantle of the Prowler
Starting at 7th level, you develop a technique that wreaths yourself in a shroud composed of shadowstuff. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
- You gain temporary hit points equal to three times your ranger level.
- You shed dim light in a 10-foot radius sphere centered on you.
- As a bonus action, you can teleport to an unoccupied space within 30 feet of you.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Shadowcast
Starting at 11th level, you can send forth your shadow for scouting purposes. Once per day, you can cast the Arcane Eye spell without expending a spell slot. For you, the magical eye manifests as your shadow, which detaches from your body for the duration of the spell, after which it returns to you. While the magical eye is in dim light or darkness, it cannot be detected by magical means such as divination magic.
Once you cast this spell in this way, you can't do so again until you finish a short or long rest.
One With The Darkness
By 15th level, your body holds qualities that resemble the impermanence of shadowstuff. You gain resistance to bludgeoning, piercing, and slashing damage.
In addition, while you are in dim light or darkness, you can move through other creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. If the dim light or darkness is removed and you are inside an object, you are immediately shunted to the nearest unoccupied space you can occupy and take force damage equal to twice the number of feet you moved.
Previous Versions
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8/23/2021 5:39:40 AM
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