Shadow Weaver in Proxima Alatheia | World Anvil

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.  

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

Hit Dice: 1d8 per Shadow Weaver level
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  

Proficiencies

Armor: none
Weapons: 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:  
  • (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
  •  

    Shadow Weaver Traditions

     
    LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
    1st+2Spellcasting, Arcane Recovery
    3
    2--------
    2nd+2Shadow Tradition
    3
    3--------
    3rd+2-
    3
    42-------
    4th+2Ability Score Improvement
    4
    43-------
    5th+3-
    4
    432------
    6th+3Shadow Tradition Feature
    4
    433------
    7th+3-
    4
    4331-----
    8th+3Ability Score Improvement
    4
    4332-----
    9th+4-
    4
    43331----
    10th+4Shadow Tradition Feature
    5
    43332----
    11th+4-
    5
    433321---
    12th+4Ability Score Improvement
    5
    433321---
    13th+5-
    5
    4333211--
    14th+5Shadow Tradition Feature
    5
    4333211--
    15th+5-
    5
    43332111-
    16th+5Ability Score Improvement
    5
    43332111-
    17th+6-
    5
    433321111
    18th+6Shadow Trait
    5
    433331111
    19th+6Ability Score Improvement
    5
    433332111
    20th+6Master of Shadows
    5
    433332211
     

    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 modifier  

    Ritual 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.
    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.
     

    Master of Shadows

    Shadow magic by it's nature is unforgiving. Many shadow spells pose just as much a danger to the caster and their allies as they do to the target. By extensive research and much practice, you have managed to learn some of the ins and outs of certain spells. Select 1 of the 2 options below to apply to your character:   Dark Resistance: As a result of prolonged exposure to the Shadow Realm you gain resistance to two of its aspects. Choose 2 of Psychic, Cold, and Necrotic. You now have resistance to those damage types. Your Constitution score increases by 4 (to a maximum of 24).   Sculpter of Shadows: choose 2 spells that are each less than or equal to 4th level. You gain to ability to protect up to 1 + the spell's level creatures when casting this spell. This number is calculated by the spell's lowest level, and you cannot increase the number of targets protected by casting at a higher level. You can use one of these slots to protect yourself from damage when casting spells that require a saving throw against your own DC and deal damge to you on failure.  

    Shadow Traditions

    Unlike wizards with their broad study of Magic, Shadow Weavers focus within specific traits of Shadow magic. These traditions have broad overlaps with many of the Schools of Magic defines by Wizards, but focus more on how the magic is used rather than the type of magic involved.  

    Tradition of Discretion

    The Tradition of Discretion focuses on the incorporeal nature of shadows and the obscuring of truth. This tradition bears striking similarity to the schools of illusion and enchantment. As you progress down this path, you will learn how to best use the forces of shadow to charm, deceive, and evade foes.   Shadow Weavers who choose this path have the easiest time blending in with normal Wizards. This path is seen as the least dangerous, and many Wizards who master Enchantment and Illusion tend to dabble in spells crafted by Shadow Weavers of this tradition. You may wish to switch Intelligence score from the quickbuild with Charisma if you choose to pursue this tradition.  

    Charming Personality

    When you choose this tradition at 2nd level, your wit and charm lessen the drawbacks of enchantment magic for you. When casting a spell of 4th level or lower that is an enchantment spell or othwerwise applies a charm effect, you may weave an additional layer of magic that forces an affected creature to roll an additional saving throw of DC 15 Insight when the spell ends. If they fail, they are unaware they were affected by an enchantment spell. You may only do this once, and regain the ability again after a long rest.   At 12th level you gain an extra use of this ability allowing up to 2 uses per long rest.  

    Improved Minor Illusion

    When you choose this tradition at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip you may select another one from the Shadow Weaver spell list for free. When casting minor illusion, you can create both a sound and image with a single casting.  

    Convincing Disguise

    Beginning at 6th level your knowledge of shadow magic allows you to cloak yourself in illusion more easily. You learn the Disguise Self spell if you don't already know it. You may modify a single casting of Disguise Self in the manner listed below. You must wait 72 hours before you can apply this effect again.   When using this trait, a creature has disadvantage on it's investigation check to visually perceive your illusion. Also, when a creature physically interacts with your illusion they must make a Wisdom saving throw against your spell save DC. If they fail , they rationalize the interaction and do not realize it is an illusion.  

    Shadow Scrying

    By reaching 10th level, gain to ability to innately use the Scrying spell without any material components once per 24 hours. The casting time remains the same, and you must close your eyes and enter a state of unconsciousness for the duration to perform the spell. When using this ability, you utilize an extra layer of protection by channeling the spell through the border of the Shadow Plane. You may impose a -3 modifier in addition to the normal modifiers to the target's saving throw. You can also scry onto the Plane of Shadow even if you are not currently on it.  

    Bend Reality

    At 14th level, your skills with shadow magic allows you to blur the lines between illusion and reality. Once per 24 hours, any illusion that you create using a spell slot that is not a creature can made real for a maximum length of time (see calculation below) .   For each spell slot over 4th, the caster takes 1d4 Necrotic damage as a result of the strain of the spell.   Time (minutes) = 1.5 x spell level (rounded down)   ex: a 5th level illusion can be real for 7 minutes.  

    Tradition of Umbral Might

    The Tradition of Umbral Might focuses on the power of magics utilizing both the Weave and the Shadow Weave. These are the Shadow Weavers the rest of the world fears as many a dark magician has followed this path seeking the ability to defy fate and bend others to their will.   Shadow Weavers who choose this path have a hard time being accepted by the world, but who cares because you'll have the power to make them second guess crossing you! Under the Tradition of Umbral Might, you will learn how to best craft your spells for the most powerful effect.  

    Front Line Mage

    When you choose this tradition at 2nd level, you learn the Blade Ward cantrip. Once per long rest, you can extend its duration to 3 rounds and it ends after your turn on the third round of effect.  

    Grim Power

    Starting at 2nd level, once per casting of a Shadow Weaver Necromancy spell, you may add your Wisdom modifier to 1 damage roll.  

    Aura of Darkness

    Beginning at 6th level, 2 times per long rest, you may use an action to cast the Shadow of Moil spell without the material component. This is not considered a Shadow Weaver spell for the purposes of abilities.  

    Shadow Weave Practitioner

    Beginning at 10th level, you gain the ability to utilize the Shadow Weave when casting Shadow Weaver spells. You can use this ability a number of times equal to your wisdom modifier and regain spent uses after completing a long rest. You must also state you are using the Shadow Weave before casting the spell.   Casting a Shadow Weaver spell in this manner makes it harder to counterspell and defend against. Unless also cast using the Shadow Weave, counterspelling a Shadow Weave spell always requires an Arcana check, regardless of slot level used to cast the spell and these checks have a -1 penalty.   When casting spells dealing damage on the Shadow Weave, damage spells dealing Cold, Necrotic, and Psychic deal 3d4 secondary damage of that type. Spells dealing Fire and Radiant damage, and healing spells have a 3d4 reduction.  

    Shadow Surge

    At 14th level, you may channel a surge of energy from the Shadowfell itself. You must state you are using this ability before casting a spell.   When casting a Shadow Weaver spell, the spell's damage is automatically the maximum possible amount. You may add the bonus granted by Grim Power despite not rolling any dice. Bonuses like that of Shadow Weave Practitioner are secondary damage and rolled like normal. Once you have used this ability, roll percentile dice. On a 30 or below, the spell releases backlash and you take 2d6 per spell level of Necrotic damage. For 1 minute after using this ability, your AC temporarily drops by 2, all movement method speeds drop by 10ft, and you have disadvantage on Dexterity saving throws as a result of the toll the spell took to cast.   This ability has a cooldown of 5 minutes. Using this ability multiple times a day increases the percent chance by 10 each time, and resets back to 30 at dawn each day.  

    Tradition of Coalescence

    The Tradition of Coalescence attempts to blend the power of the shadows with the ability to alter the very fabric of reality. By pulling the threads of shadow and infusing objects, creatures, and locations, Shadow Weavers of this tradition have been known to be extraordinary craftsmen and their enchantments tend to have longer lasting or permanent effects.  

    Shadow Puppets

    When you choose this tradition at 2nd level, you learn the Bend Shadows cantrip, or you may choose another Shadow Weaver cantrip if you already know it. You gain the ability to form the shadows into 3-dimensional shapes that fit within a 10ft cube. The shadow objects can pass through solid objects and creatures, and inside the shadows is considered darkness. You also gain access to the enhanced abilities at 3rd and 6th level rather than 5th and 10th level.  

    Strands of Fate

    Starting at 2nd level, once per long rest, you may cast a modified Cure Wounds on yourself only without any material components.   As a reaction when you regain hit points by potions, healing spells, or spells you cast that drain others, you may transfer some of that healing energy to one other conscious creature within 10ft of you. You determine the amount healed and cannot heal past their max HP using this ability. If you would gain 10HP or more in this manner you may instead transfer all healing into stabilizing one unconscious creature within 10ft of you. Should 15 or more HP be transferred in this manner, the creature gains HP equal to the amount transferred - 15 (minimum of 1HP) and is conscious but prone.   You may use this form of reaction twice and regain all spent uses after a long rest. At 8th level the number of uses increases to 4 with the same recharge rules.  

    Dark Energy Manipulation

    At 6th level, your knowledge of Shadow and the Shadow Weave has granted you knowledge of energy manipulation many others will never reach. Up to a number of times equal to your spell casting modifier (minimum 1) per long rest, when you cast a leveled spell that deals fire, cold, lightning, necrotic, or radiant damage you may twist the magic of the spell and change the damage type into another in that list.  

    Animagus

    Starting at 10th level, you can cast the Polymorph spell targeting only yourself without using a spell slot or any components a number of times equal to you Wisdom modifier, reaging spent uses after a long rest. When casting, you can only select a beast with a CR less than or equal to 1. When in this form, you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores.  

    Shadow Enhanced Battlements

    Starting at 14th level, you can temporarily imbue non-magical weapons, shields, and armor with enhanced abilities. You perform a ritual for 10 minutes imbuing the item with strands of shadow. Choose one of Acid, Cold, Necrotic, Poison, Psychic, or Thunder damage. Once complete, the item gains an additional +2 to hit modifier if it is a weapon or +2 to AC if armor. A weapon deals an extra 2d6 damage of the chosen type when you hit with it. Armor causes tendrils of energy to lash our dealing 2d6 damage of the chosen type when you are hit. The effect lasts for 8 hours or can be dispeled by you as a bonus action. You cannot use this ability again until after a long rest.

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