Shadow Weaver
Deep in the depths of a dungeons halls, a human trickster retreats to the shadows. Drawing on the surrounding darkness, he conjures terrifying illusions to occupy his enemies as he makes his escape.
In a dusty library, an elf pours over ancient volumes. As she chants ancient verses, a chill permeates the air and the shadows seem to darken and shift before being drawn to the weapon before her.
On the field of battle, a halfling and his allies face a great army. Reaching into the weave he summons cold, and twisting shadow things. Beings of air and darkness who race through the enemy ranks sowing chaos.
Shadow Weavers at first glance would not seem all that different from Wizards. However, after the Great Schism, a small sect of wizards devoted their studies to what they believed was the ancient knowledge of shadow and reality. In practice, Wizards and Shadow Weavers operate much the same. In fact, the School of Illusion has learned a thing or two from exceptional Shadow Weavers. Those who delve into the magics of Shadow tend to limit themselves from learning many of the variety of spells Wizards have access to, but opens an entirely new path many would fear to travel.
(a) a quarter staff or (b) a dagger
(a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) an adventurer's pack
a spellbook
Scholars of Ancient Darkness
Shadow Weavers began as wizards who discovered ancient grimoires containing long forgotten secrets. Universities and schools of magic refused to support the study of the darkness. This lead to a schism in the wizarding community. Those who chose to pursue the knowledge of Shadow do so at their own peril, and risk being exiled from magical circles. Not only that, but those who attempt to use the powers of the Shadow Realm for good, or even neutral purposes run the risk of being corrupted and driven mad. The rewards, however, many believe outweigh the risks. Manipulating shadow taps into the underlying gaps and nuances of reality. Shadow Weavers utilize Mystra's Weave and draw upon the energy of the Plane of Shadow and it's denizens to craft their spells. Those who wish learn Shadow magic must rely on the teachings of the few others in the world with the knowledge or discover new spells themselves.Creating a Shadow Weaver
Most Shadow Weavers start out like most Wizards if they weren't one already. By choosing to pursue Shadow Magic, you would not have been allowed in prominent and influential social circles unless you kept your magical abilities a secret. What drew you to the shadows? Was it the pursuit of knowledge long forgotten? Do you seek to prove it is only misunderstood, or do you intend to harness its powers for your own personal gain? Consider how your character views Technomancy in regard to magic and tech alone. How does your character put their own spin on their magic and technological items to truly make them their own?Quick Build
Here are some suggestions to make a quick Shadow Weaver. First, make Wisdom your highest stat, followed by Constitution and Intelligence. For backgrounds, the hermit and sage backgrounds would fit. Next select the Blade Ward, Frostbite, and Thaumaturgy cantrips as well as the 1st Level spells: Detect Magic, False Life, Ice Knife, Chromatic Orb, Witch Bolt and Sleep.
Shadow Weaver Features
As a Shadow Weaver, you gain the following class features.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Shadow Weaver level after 1st
Weapons: Daggers, quarterstaffs, shortswords
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Stealth
Hit Points
Hit Dice: 1d8 per Shadow Weaver levelHit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Shadow Weaver level after 1st
Proficiencies
Armor: noneWeapons: Daggers, quarterstaffs, shortswords
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:Shadow Weaver Traditions
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Shadow Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Shadow Tradition Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Shadow Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Shadow Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Shadow Trait | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Master of Shadows | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the true glimmering of your true power. See Ch. 10 of the PHB for general rules on spellcasting.Cantrips
At 1st level, you know three (3) cantrips of your choice from the Shadow Weaver spell list. You learn additional Shadow Weaver cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shadow Weaver table.Spellbook
At 1st Level, you have a spellbook containing six 1st-level Shadow Weaver spells of your choice. Your spellbook is the repository of the Shadow Weaver spells you know, except for cantrips which are fixed in your mind.Preparing and Casting Spells
The Shadow Weaver table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of that spell's level or higher. You regain all of your spell slots after a long rest. You prepare the list of Shadow Weaver spells that are available for you to cast. To do so, choose a number of spells from your spellbook equal to your Wisdom modifier + your Shadow Weaver level (minimum of 1 spell) . The spells must be of a level for which you have spell slots. Casting a spell does not remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new spell takes time and concentration studying your spellbook in order to commit it to memory. At least 1 minute per new spell must be spent for this process. For example: A level 3 mage with a modifier of +2 can prepare 5 spells of levels less than or equal to the highest spell slot they can cast from.Spellcasting Ability
Wisdom is your spellcasting ability for Shadow Weaver spells due to having to balance the nature of reality against being exposed to the cold, dark depths of the Shadow Realm. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition you use your Wisdom modifier when setting the saving throw DC for a Shadow Weaver spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifierRitual Casting
You may cast a Shadow Weaver Spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You do not need to have the spell prepared.Spellcasting Focus
You can use an arcane focus (see Ch. 5 , "Equipment" of the PHB) as a spellcasting focus for your Shadow Weaver spells.Learning spells of 1st level and higher
Each time your gain a Shadow Weaver level, you can add 1 spell from the Shadow Weaver spell list to your spellbook for free. Each of these spells must be of levels for which you have spell slots, as shown in the table. On your adventures, you might uncover more magic that you can add to your spellbook (see Your Spellbook sidebar) .Your Spellbook
The spells compiled in your spellbook as you gain levels reflect your dedication and time spent uncovering knowledge of the multiverse. You might find other spells on your journey on a dusty tome or in loot from an evil sorcerer. Copying a Spell into the book: Should you come across a Shadow Weaver spell of level 1 or higher you can add it to your spellbook if it of a level you are able to cast and have the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds and gestures, and then you document the spell in your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50GP. The cost represent the materials spent to practice, master, and record the spell. Once you have spent this time and money, you can prepare this spell like any other. Replacing the Book: You can copy a spell from your own spellbook into another book - for example, if you want to make a backup copy of your spellbook. This is just like copying a spell into your spellbook, but faster and easier because it is in your own notation and you already know how to cast it. This process only takes 1 hour and 10GP per spell level. Should you lose your spell book, you can perform the same procedure to copy the spells you have prepared into a new book. Filling out the book requires re-discovering or finding new spells. For this reason, many wizards and similar mages keep back up spell books. The Book's Appearance: You spellbook is unique to you. It can be a simple, leather-bound volume, a rough collection of papers and notes, all the way up to the finest and most stylish grimoires and tomes.
Arcane Recovery
You have learned how to regain some of your magical energy by studying your spellbook and meditation. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Shadow Weaver level (rounded up) , and none of the slots may be 6th level or higher. For example: at level 4, you can recover 2 slots in a combination of either 1 2nd level slot or 2 1st level slots.Ability Score Improvement
When you reach levels 4 , 8 , 12 , 16 , and 19 you can increase 2 different ability scores by 1, or 1 ability score by 2. As normal, you cannot increase a score to be over 20 in this manner. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.Shadow Tradition
Those who study the ancient magics of Shadow have discovered different variants and types of spells that begin to form their own category. As many Shadow Weavers were originally Wizards, the Schools of Magic were the template used to categorize the different groups. When you reach 2nd level, you select which path you want to go down. You choice will grant you unique abilities and features at levels 2 , 6 , 10 , and 14. These traditions are detailed at the end of class features.Shadow Trait
At 18th level you have been exposed to the Elemental Plane of Shadow more so than most sane people would ever wish to be. This prolonged exposure has an effect on you. When you unlock this trait, you may choose 1 of 2 traits to reflect how the Shadow Realm has affected you. These options are documented below: Most would fear what affects the plane of shadows would have on them, but not you. You embrace the secrets and knowledge you gain by studying the Weave and Shadow Weave. You may choose one of these effects to have happened to your character.
Aura of Foreboding
Your body has a distinctly cadaverous pallor. You seem cold to the touch, and if you have hair, streaks of grey have found their way in no matter your age. You gain advantage on Intinidation checks. Once per short rest, when a creature hits you with an attack, you may force them to make a DC 15 Wisdom save and be frightened of you for 1 minute on a failure. They may use an action to repeat the save to overcome the effect, after which they cannot be affected by this ability for 24 hours.
Your body has a distinctly cadaverous pallor. You seem cold to the touch, and if you have hair, streaks of grey have found their way in no matter your age. You gain advantage on Intinidation checks. Once per short rest, when a creature hits you with an attack, you may force them to make a DC 15 Wisdom save and be frightened of you for 1 minute on a failure. They may use an action to repeat the save to overcome the effect, after which they cannot be affected by this ability for 24 hours.
Wreathed in Shadow
Shadowy wisps of black or purple energy emanate from you at random times and shadows seems to darken and pull towards you as you move. You gain advantage to stealth checks that require you to stay out of sight. Also, as an action you can pull the shadows together and swap places with a willing large or smaller creature within 20ft of you. You can do this 1 time per short or long rest.
Shadowy wisps of black or purple energy emanate from you at random times and shadows seems to darken and pull towards you as you move. You gain advantage to stealth checks that require you to stay out of sight. Also, as an action you can pull the shadows together and swap places with a willing large or smaller creature within 20ft of you. You can do this 1 time per short or long rest.
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