Swift Shadow
Overview
For a Wilderness Warden who walks the Swift Shadow path, speed, stealth, and precision are your greatest weapons. You have honed your skills with specific weapons to an unparalleled degree, striking swiftly and decisively before melting back into the shadows.
Weapon Specialization
At 3rd level, choose one martial melee weapon or two simple weapons (these can be shortswords), and one ranged weapon or two hand crossbows. You gain a +1 bonus to attack rolls and damage rolls with these chosen weapons. If you choose the hand crossbows, you ignore the loading properties. If you choose Daggers, you get an additional +1 to attack rolls with them.
In addition, your intimate knowledge of your chosen weapons extends beyond their use in battle. You are able to maintain, modify, and even craft these weapons given enough time and materials. You gain proficiency with Smith's Tools or Woodcarver's Tools, and using these tools, you can craft your chosen weapons at half the usual cost.
Predatory Speed
At 3rd level, your speed increases by 10 feet while you aren't wearing heavy armor. Additionally, once on each of your turns when you hit a creature with a weapon attack, you can move up to 10 feet without provoking opportunity attacks.
Night Stalker
At 6th level, once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d8 damage to the target. The type of damage is the same as the weapon's type.
In addition, as long as your passive stealth is higher then the DC of mechanical traps that require movement, you do not trigger them. These include but are not limited to pressure plates, pits and trip wires.
Natures Inpact
At 10th level, you have the capability to strike many enemies in quick succession. Based on the weapon you are wielding depends on which attack you can make.
Melee. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Ranged. You can use your bonus action to make two ranged attacks against any creatures within range.
You can use these features a number of times equal to your Dexterity Modifier. You regain all expended uses on a Long Rest.
In addition, you can mimic the sounds of the wilderness. As an action, you can replicate any sound you have heard in nature, such as an animal's cry or a thunderclap.
Echo of the Warden
At 14th level, your unmatched skill and speed with your chosen weapons make you a relentless combatant. Once per turn, when you hit a creature with one of your chosen weapons, you can choose to force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target becomes vulnerable to the damage type dealt by your weapon until the end of your next turn.
Additionally, you can listen to the land and gain an understanding of recent events. By placing your hand on the ground and concentrating for a minute, you can learn details about large-scale events (like battles, fires, or storms) that occurred in your vicinity within the past number of days equal to your Wisdom Modifier. Once you use this feature, you cannot do so until you finish a long rest.