Shadow-Walkers, are the darker counterparts to Light-Walkers. More info can be found in this article about both Shadow- and Light-Walkers!

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Subrace Traits

Healing Tears (Shadow Walkers):  Once per long rest, you can cry tears with healing properties. Starting at 1st Level, your tears act like a "Cure Wounds" spell (spell modifier of +3), which you can use as a bonus action, without using a spell slot. The healing becomes more potent as you grow stronger. At 3rd level, your tears heal as much as a 2nd Level Cure Wounds, at 5th as much as a 3rd Level etc., until Level 11, where it caps out at a 6th Level Cure Wounds, and also gives the effects of "Greater Restoration".

At 5th Level, you can also use your tears as a bonus-action "Revivify" spell, that doesn't use any components. This version of "Revivify" can affect corpses that have been dead for up to 24 hours.

You may also store your tears for later use inside a bottle, flask or similar container as an action. When you then administer it to a target, it acts as a Cure Wounds towards living targets, and as a Revivify towards dead targets after Level 5. However, unless your tears are stored in a freezing cold environment, they'll lose all healing ability after 7 days.

Whether you use your tears to heal or revive, or store your tears in a container, you can only cry your healing tears only once per long rest.


Shadow-Swim: As a bonus action, for a max duration of 1 minute, you can can disappear and meld into the shadows of a dark or dimly lit area, making you unseen. A creature that is trying to spot you can detect you using Truesight, Blindsight, the technique "Detect Ena" or by using a Bonus Action to make a Wisdom (Perception) check rolled at disadvantage against your Stealth (Dexterity) check. You can't attack, use Ena-abilites or cast spells while hidden, but can concentrate on spells that you've already casted and gain double your movement speed. If you take damage from a spell or an attack while disappeared, if the area you are disappeared in is bathed in light, you are forcefully ejected out of your hiding place and take half damage you'd have normally taken. You can use this ability a number of times equal to your proficiency bonus per long rest.