About this mod
Exploit obscurity and stealth to get the upper hand before fights even begin. Harass your foes with necrotic damage and controlling effects, mixing offensive and utility.
- Requirements
- Permissions and credits
- Changelogs

Specialized in exploiting obscurity, the Umbral Archer excels at ranged combat, controlling the terrain and being mobile.
It takes inspiration from Gloom Stalker and Assassin, but really embraces the theme of being teinted by shadows.
In the right hands, it is a dreadful powerhouse, an untouchable threat looming around its preys, taking them out mercilessly.
It relies on obscurity and stealth both before engaging and during combat, and has the means to turn even an unsuitable place into its hunting grounds.
Ranged weapons are central to the Umbral Archer, most of its abilities require them, and is even rewarded to not have a melee backup option.

Superior Darkvision
Can see in the dark up to 24 m / 80 ft.
Sneak Attack: Ranged
Deal an extra 1d6 damage to a foe you have Advantage against.
You can also use Sneak Attack if you have an ally within 1.5 m / 5 ft of the target and you don't have Disadvantage.
Shadow Ambush
When Lightly Obscured, you gain +3 to Initiative and can’t be Surprised.
When Heavily Obscured, you gain an additional +2 to Initiative.
Hiding Specialist
If Heavily Obscured, Hide costs a Bonus Action.
Obsidian Arrowheads
Your ranged weapon attacks deal an additional 1d4 necrotic damage.
This amount is halved for one handed crossbows.
Black Arrows (resource)
You get a number of Black Arrows equal to your level of Ranger.
You recover them with a Long Rest.
Arrow of Darkness
You can expand a Black Arrow to create a pocket of Darkness around your target until the end of your next turn with a ranged weapon attack.

Umbral Shroud
Wrap yourself in shadows to become Invisible if you are Obscured.
Disguise Self
Magically change all aspects of your appearance.
Elusive
You don’t trigger Opportunity Attacks while Heavily Obscured.
Point Blank
If Heavily Obscured, removes Disadvantage in melee range for ranged weapons.
No Escape
While your target is Heavily Obscured, your ranged weapon attacks are rerolled on 2 or below and use the highest result, can't roll below 2 on damage rolls, and the number needed for a critical hit is reduced by 1.
Arrow of Wither
You can expand 2 Black Arrows to add 1d4 (scaling with level) Necrotic damage with a ranged weapon attack, and the target won’t be able to receive healing until the end of your next turn.

Obsidian Arrowheads II
Your ranged weapon attacks deal an additional 1d4+1 necrotic damage.
This amount is halved for one handed crossbows.
True Sight
You can’t be Blinded and can see in magical Darkness.
Night Dweller
You have Advantage against being Frightened.
Shadow Step
Teleport to an unoccupied, Obscured spot. (bonus action 1st level ritual spell)
Arrow of Fear
You can expand a Black Arrow to make your target Frightened until the end of your next turn with a ranged weapon attack.
Committed
As long as you don't have a melee weapon equipped, you have 3m of movement speed.
Shields are allowed.
Homing Shot
If you miss a ranged weapon attack empowered with Black Arrows, you can expand an additional Black Arrow to hit anyway.

Shadow Ambush II
If Lightly Obscured, you gain +3 to Initiative and can’t be Surprised, and your Movement Speed increases by 3 m / 10 ft for the first turn of combat.
If Heavily Obscured, you gain an additional +2 to Initiative, and you have an extra Action for the first turn of combat.
Hiding Specialist II
If Obscured, Hide costs a Bonus action.
Shadow-Touched
If either you or your target is Heavily Obscured, you ignore Resistance to Necrotic.
Gain Resistance to Necrotic.
Magical Ambush
While Hiding, your targets have Disadvantage on Saving Throws against your spells.
Arrow of Silence
You can expand 2 Black Arrows to break the Concentration of a target and Silence it until the end of your next turn.

Obsidian Arrowheads III
Your ranged weapon attacks deal an additional 1d4+2 necrotic damage.
This amount is halved for one handed crossbows.
Point Blank II
If Obscured, removes Disadvantage in melee range for ranged weapons.
Unescapable Shadows
While either you or your target is Heavily Obscured, when you miss a ranged weapon attack, you deal half your weapon damage anyway.
Once per turn.
Deafening Darkness
You can expand a second level spell slot to make everyone around you be Silenced if they are in magical Darkness.
It affects you, but you can ignore vocal components of spell and still cast them with no sound.
Lasts until long rest.
Draining Arrow
You can expand a Black Arrow to deal half of your ranged weapon damage as necrotic damage, and heal yourself for the damage done.

No Escape II
While your target is Heavily Obscured, your ranged weapon attacks are rerolled if 3 or below and use the highest result, can't roll below 3 on damage rolls, and the number needed for a critical hit is reduced by 2.
Elusive II
You don’t trigger Opportunity attacks while Obscured.
True Sight II
Can’t be Blinded and can see in magical Darkness.
You can see Invisible creatures within 9m.
One with the Shadows
If Heavily Obscured, you can teleport to the last target you hit with a ranged weapon attack if it is also Heavily Obscured.
Doing so costs movement speed.
Phantom Shot
When you cast a leveled a spell, your next ranged weapon attack is free and deals additional Necrotic damage equal to the spell slot used.
Once per turn.
Shadowshot
You can expand a Black Arrow to shoot an additional projectile with a ranged weapon attack.

Shadow Ambush III
If Lightly Obscured, you gain +3 to Initiative and can’t be Surprised, and your Movement Speed increases by 3 m / 10 ft for the first turn of combat.
If Heavily Obscured, you gain an additional +2 to Initiative, and you have an extra Action for the first turn of combat.
You recover all your Actions, Bonus Actions, Movement Speed, and Sneak Attack resources at the beginning of combat.
Hiding Specialist III
Whenever you are in magical Darkness, you can Hide for free.
Hide otherwise costs a Bonus action.
Obsidian Arrowheads IV
Your ranged weapon attacks deal an additional 1d4+3 necrotic damage.
This amount is halved for one handed crossbows.
Shadow-Blessed
If either you or your target is Obscured, you ignore Resistance to Necrotic.
You gain Resistance to Necrotic.
You are Immune to the Shadow Curse, and to Shadow-Cursed Vines.
Arrow of Nightray
You can expand 2 Black Arrows to shoot an illusory beam that leaves a thin trail of Darkness in a straight line until the end of your next turn.
It counts as ranged weapon attack but doesn’t hit anything.

Unseen Threat
When you have Advantage on a Ranged weapon attack, you add your Strength or Dexterity modifier to the attack and damage rolls.
Sneak Expert
Gain Advantage on Stealth checks.
Deathly Bloom
Creatures you kill with necrotic damage leave Shadow-Cursed Vines around them for 10 turns.
Toggleable.
Arrow of Curse
You can expand 3 Black Arrows to Curse a creature with your ranged weapon attack.
Works like Bestow Curse, without requiring Concentration, and lasts for 3 turns.

Obsidian Arrowheads V
Your ranged weapon attacks deal an additional 1d4+4 necrotic damage.
This amount is halved for one handed crossbows.
Unescapable Shadows II
When you miss a ranged weapon attack on an Obscured target, you deal half your weapon damage anyway.
Once per turn.
Lingering Shadows
When you cast a leveled spell, there is a chance you get a Shadow spell slot of that level or inferior.
Arrow of Hadar
You can expand 4 Black Arrows to create a Hunger of Hadar area with a ranged weapon attack.
It doesn’t require Concentration and lasts 3 turns.

No Escape III
While your target is Obscured, your ranged weapon attacks are rerolled if 3 or below and use the highest result, can't roll below 3 on damage rolls, and the number needed for a critical hit is reduced by 2.
Shadow Mantle
Your Armour Class raises by 2 when Obscured, or 4 if Heavily Obscured.
Umbral Form
On a hit, the affected entity deals an additional 1d8 Necrotic damage. It is Immune to non-magical damage, and can make an additional melee attack each turn. It cannot cast spells while maintaining this form.
Requires Concentration, once per long rest.
Arrow of Harm
You can expand 6 Black Arrows to infuse a ranged weapon attack with Harm.