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<blockquote data-quote="steeldragons" data-source="post: 7416005" data-attributes="member: 92511"><p>Hmmm. Quite the challenge...<stretches atrophied editorial muscles> Lemme take a swing...</p><p></p><p></p><p>Ok. Well, first, as closely hewn to the 1e spell as it may be, it's way waaaay too complicated and finicky for a subclass feature. Distance traveled...time in hours and days...skill checks...you leave the shadow plane (you're traveling through the [edge of the] shadow plane, call it "Near Shadow" or whatever is kind of irrelevant to the description of the feature) "at your destination" but have no way of seeing into or knowing where you are in the Material from the shadow plane? So how do you know where/when you're at your "destination"?! Why/how do mistakes start involving a matter of days "late?" Why does it require 1 minute to enact? Is it a ritual?</p><p></p><p>A lot of the text is superfluous, contradictory, or just doesn't make sense and/or is too fiddley for effective use in 5e. So...that in mind...</p><p></p><p>What is "Shadow Walking?" Why is it an appropriate feature for this subclass? What do you want the PC to be able to do with this feature?</p><p></p><p>You want the shadowcaster to be able to, essentially, "teleport" through shadows/the shadow plane. Cut down travel time. Cover large distances. Take along the whole party, it seems, if necessary...what about "unwilling" targets? </p><p></p><p>Taking a stab, strictly at what you have here, without really changing/altering what the feature does, I might edit it thusly...</p><p></p><p><strong>Shadow Walk</strong></p><p>At 10th level, you can move yourself, and up to 8 willing creatures of your choice, into and transit through the edges of the Plane of Shadow. Once there, you and any companions move through the parallel shadowy realm and act as normal - moving the the directions you wish, covering the shadow-mirrored terrain present, making survival checks to prevent getting lost (if necessary), etc... Traveling this way allows you to cover 10 times more distance for each hour of travel than you normally would on the Material Plane. You may remain in this border plane no more than as many hours as your Proficiency + Casting Ability bonus hours. The ritual to initiate this planar travel is 1 minute.</p><p></p><p>Shadow walk can also be used to travel fully into the Plane of Shadow, itself, by leaving the path on the edge of the Material Plane and moving toward deeper shadows. Once fully within the Plane of Shadow the use of this feature ends and is no longer restricted by time. If used for this planar travel, however, another use of the feature is required to transition oneself (and any companions present) back into the shadow-border to get back to the Material Plane.</p><p></p><p>A creature lost or abandoned on the way of a shadow walk emerges back on the Material Plane 1d10 days after it entered the near-shadow. The creature appears 50 miles per “day” spent in the shadow realm in a random direction from the point of entry.</p><p></p><p>Once used, you must complete a long rest before using this feature again.</p><p></p><p>-----------------------</p><p>I don't know much more useful this is than just modeling it after a Dimension Door or a Misty Step (plus allowing multiple companions) but just extending the distances allowed. But for "caravaning" a number of characters on a time-limit/crunch, I suppose it can be useful.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7416005, member: 92511"] Hmmm. Quite the challenge...<stretches atrophied editorial muscles> Lemme take a swing... Ok. Well, first, as closely hewn to the 1e spell as it may be, it's way waaaay too complicated and finicky for a subclass feature. Distance traveled...time in hours and days...skill checks...you leave the shadow plane (you're traveling through the [edge of the] shadow plane, call it "Near Shadow" or whatever is kind of irrelevant to the description of the feature) "at your destination" but have no way of seeing into or knowing where you are in the Material from the shadow plane? So how do you know where/when you're at your "destination"?! Why/how do mistakes start involving a matter of days "late?" Why does it require 1 minute to enact? Is it a ritual? A lot of the text is superfluous, contradictory, or just doesn't make sense and/or is too fiddley for effective use in 5e. So...that in mind... What is "Shadow Walking?" Why is it an appropriate feature for this subclass? What do you want the PC to be able to do with this feature? You want the shadowcaster to be able to, essentially, "teleport" through shadows/the shadow plane. Cut down travel time. Cover large distances. Take along the whole party, it seems, if necessary...what about "unwilling" targets? Taking a stab, strictly at what you have here, without really changing/altering what the feature does, I might edit it thusly... [B]Shadow Walk[/B] At 10th level, you can move yourself, and up to 8 willing creatures of your choice, into and transit through the edges of the Plane of Shadow. Once there, you and any companions move through the parallel shadowy realm and act as normal - moving the the directions you wish, covering the shadow-mirrored terrain present, making survival checks to prevent getting lost (if necessary), etc... Traveling this way allows you to cover 10 times more distance for each hour of travel than you normally would on the Material Plane. You may remain in this border plane no more than as many hours as your Proficiency + Casting Ability bonus hours. The ritual to initiate this planar travel is 1 minute. Shadow walk can also be used to travel fully into the Plane of Shadow, itself, by leaving the path on the edge of the Material Plane and moving toward deeper shadows. Once fully within the Plane of Shadow the use of this feature ends and is no longer restricted by time. If used for this planar travel, however, another use of the feature is required to transition oneself (and any companions present) back into the shadow-border to get back to the Material Plane. A creature lost or abandoned on the way of a shadow walk emerges back on the Material Plane 1d10 days after it entered the near-shadow. The creature appears 50 miles per “day” spent in the shadow realm in a random direction from the point of entry. Once used, you must complete a long rest before using this feature again. ----------------------- I don't know much more useful this is than just modeling it after a Dimension Door or a Misty Step (plus allowing multiple companions) but just extending the distances allowed. But for "caravaning" a number of characters on a time-limit/crunch, I suppose it can be useful. [/QUOTE]
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