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Shadow walk was an illusion spell that helped people traveling long distances. The spell enabled one to travel to the border between the Material Plane and the Plane of Shadow, and then physically wander along this zone to the desired destination, taking advantage of an effect that caused one to move much faster here than on the material plane. A destination could also be on another plane. The.


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INT 6 (-2) WIS 10 (+0) CHA 8 (-1) Skills Stealth +4 Damage Vulnerabilities Radiant Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Necrotic, Poison Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained


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Shadow Walk ( Player's Handbook v.3.5, p. 277) Illusion ( Shadow ) Level: Bard 5 , Sorcerer 6 , Wizard 6 , Beguiler 6 , Sha'ir 6 , Death Master 6 , Halfling 7, Sloth 7, Components: V , S , Casting Time: 1 standard action Range: Touch Target: Up to one touched creature/level Duration: 1 hour/level (D) Saving Throw: Will negates Spell Resistance: Yes


Ranger Archetype Shadow Walker Dungeons and dragons classes, Dnd dragons, D&d dungeons and

Shadow walkers loathe shadowdancers, thinking them frivilious fools who play with powers they do not comprehend. As shadow walkers are immune to many of the powers of the shadowdancer, the later usually fear and hate shadow walkers in return. Hit Die: d6. Requirements. To qualify as an shadow walker, the character must fulfill all the following.


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Dark Gifts. Source: Van Richten's Guide to Ravenloft. The Dark Powers influence many who struggle within their clutches, tempting both the innocent and ambitious with whispered promises. These sinister bargains are rarely spoken, coming in dreams or mysterious visions, but their terms are always clear and their prices terrible.


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Shadow Companion Starting when you choose this path at 3rd level, you gain the ability to manipulate your shadow to form a creature that embraces the void and serves you. As a bonus action, you can use one of your ranger spell slots to detach your shadow, which appears in an unoccupied space within 5 feet of you.


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Ranger: Gloom Stalker Conclave. Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world.


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Society Shadow walkers are primarily solitary beings. There are is no real shadow walker society, only the void to which they are bound. They fear the light like a plague, which can severely damage their amorphous bodies. People tell tales of how the shadow walkers scheme nightly to eliminate the night.


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Cloak of Shadows. This cloak appears, at first glance, to be nothing more than a garment of fine, mottled grey, sturdy cotton, clasped with a silver chain and smoky quartz pendant. But the cloak is extremely powerful, an artifact created by a somber mage plagued by a foolish thief. The cloak is sentient, possessing enough will of its own to.


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Shadow walkers are comfortable in light, darkness, and the shadows in between. Fetchling rogues naturally gravitate toward becoming shadow walkers, but shadow walkers exist among other creatures both above and below the surface. Expanded Sight (Su) At 1st level, a shadow walker gains darkvision with a range of 30 feet.


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nightwalker Search Results All Results Characters Compendium Spells Items Monsters Vehicles Forums Returning 17 results for 'nightwalker'. Nightwalker Monsters Annihilating Aura.


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14 hit Points: 297 (22d12 + 154) Speed: 40ft., fly 40ft. Str 22 Dex 19 Con 24 Wis 9 Int 6 Cha 8 Saving Throws: Con: +13 Damage Resistances: acid, cold, fire, lightning, thunder; and bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities: necrotic, poison Condition Immunities:


the shadow weaver character is standing in front of an image of a castle

If you're playing D&D 5e, the Rogue gets Uncanny Dodge at level 5, which allows them to use their reaction to halve the damage dealt from an attack rather than just reducing it by 1d4, which will be better than the boot's ability 99.9% of the time. Plus they don't have to be in dim light for Uncanny Dodge to work.


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The Ways of Shadow monk already does this, but the Archfey Warlock's 3rd Levelspell Blink would extremly increase their mobility, while Vampiric Touch can increase their survivablity. I also thought about adding Rogue for sneak attack, but this either doesn't work well with this, or it's some kind of overkill.


Drow Shadowblades 5e Stat Block, Encounter Ideas and More

Siege Monster. The nightwalker deals double damage to objects and structures. Desecrating Aura. Undead within a 30-foot radius of the nightwalker have advantage on attack rolls and saving throws. Eyes of Night. Magical darkness doesn't impede the nightwalker's darkvision. Sunlight Weakness.


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Shadow Walk (5e Spell) - D&D Wiki Shadow Walk (5e Spell) To use this spell, you must be standing within dim light or darkness, and you must be touching the shadow of a creature or object which is not a target. You and any additional targets are transported along a coiling path to the edge of the Shadowfell.