Ranger Conclave - Shadow Hunter

While many of Houses Phiarlan and Thuranni are bards and spies, just as many are assassins, and the Shadow Hunters are the pinnacle of these - cunning soldiers who attack without mercy and then vanish without a trace. Wielding darkness itself as a weapon, these hunters stalk their prey with ruthless efficiency, and following the Shadow Schism have become an important weapon in the ongoing battle between the two houses.

Shadow Hunters rarely engage in open combat if they can help it, preferring to strike from the shadows or swaddle their opponents in darkness before eliminating them swiftly and efficiently.

In order to take this subclass you must be an elf with the Mark of Shadow.

Dragonmark Spells

At 3rd level you automatically learn the spells added to your spell list by your Spells of the Mark racial feature when you reach certain levels in this class as on the table below. In addition, you can use your dragonmark as an arcane focus for these spells, even if both your hands are occupied. You can cast each of your dragonmark spells once without expending a spell slot, refreshing on a long rest. They can also be Ritual cast by yourself if they have the Ritual tag. Wisdom is your spellcasting ability score for these spells.

Ranger Level Spells
3 Disguise Self, Silent Image
5 Darkness, Pass Without Trace
9 Clairvoyance, Major Image
13 Greater Invisibility, Hallucinatory Terrain
17 Mislead
20 Project Image

Shadow Sense

You have an intuitive ability to sense others that bear the Mark of Shadow. As an action, you can open your awareness to detect their mark. Until the end of your next turn, you know the location of any Mark of Shadow bearers within 60 feet of you that is not behind total cover.

Poison Use

From 3rd level you gain proficiency with the Poisoner's Kit, if you didn't already have it. You may also apply poisons to your weapon as a bonus action, instead of an action.

Shadowsight

Your eyes become more accustomed to the darkness. From 7th level your darkvision range increases to 120ft and you can now see through magical darkness. Neither dim light nor darkness impede your Perception checks.

Deeper Shadows

You are one with the shadow, and that affinity makes your shadow spells greater. From 7th level when you cast Darkness, it no longer requires your Concentration and instead lasts for 10 minutes. If cast from a 3rd level spell slot, it lasts for 1 hour. If cast from a 4th level spell slot it lasts for 8 hours, and if cast from a 5th level spell slot it lasts for 24 hours. You may also cast it as a Bonus Action, instead of as an Action, if you so choose.

Shadowblind

When you reach 11th level you are able to more malleably manipulate shadows. Once per turn when hit a creature with an attack while you are in dim light or darkness, a blob of the darkness leaps out to strike the target. They must make a Constitution save against your spell save DC or be Blinded until the end of their next turn.

Cloak of Shadows

The shadows cloak your passage, safeguarding you from harm. At 15th level whenever you are in dim light or darkness and are hit by an attack roll, roll a 1d4. On a roll of 1, the attack then misses.

Shadow Spell

Replaces Feral Senses

From 18th level whenever you are in dim light or darkness and a creature that you can see casts a spell, you may use your reaction to expend a spell slot of the same level to cast the same spell (using your save DC/spell attack roll) at the same target.

Shadowblight

Replaces Foe Slayer

The darkness saps the power from your foes. Once per turn when you are in dim light or darkness and hit a creature with a weapon attack, you can drain their Strength or Dexterity (your choice) by 1d4 points. If this reduces a creature's ability score to 0 they are rendered unconscious for 4 hours, at which point their ability score increases to 1. The drain can be removed by completing a long rest.