Shadowweaver (5e Class)

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Shadowweaver [edit]

In the realm of twilight, a lone adventurer named Kael found themselves drawn by haunting whispers that traversed through time. In the present timeline, Kael discovered the path of the Umbral Agent, a mysterious class that wielded the power of illusions and stealth. Cloaked in shadows, Kael became an elusive figure, manipulating reality itself with deceptive prowess. As they traversed the haunted ruins, Kael's adversaries fell victim to their illusions, and their stealthy movements evaded every threat. However, the whispers of darkness called to Kael, tempting them to embrace the full potential of the Umbral Agent's powers. In the past, Kael found themselves in the heart of a heavily guarded fortress, uncovering the path of the Umbra Shifter. Here, they became an enigmatic silhouette, blending with the shadows, and moved undetected through the labyrinthine passageways. The fortress echoed with the tales of the Umbra Shifters' mastery over darkness, and Kael proved their skills by reaching previously unreachable areas and deftly acquiring the coveted artifact. Yet, the allure of the shadows tested their resolve, beckoning them to embrace the transformation fully. In the future, a cataclysm loomed, threatening to plunge the world into eternal darkness. As Kael faced the path of the Abyssal Duelist, they found themselves in a desperate situation, with the shadowy portal drawing the world ever closer to doom. In a daring one-on-one duel within the dark realm, Kael's mastery over the shadows allowed them to overcome the formidable guardian, sealing the portal and averting catastrophe. The voice of darkness persisted, urging Kael to claim the power that lay within their grasp. Now, separated by time, Kael stands at a crossroads. Each timeline represents a different aspect of the Shadowweaver's power, enticing them with unique abilities and challenges. As they navigate through the ever-shifting realms, Kael's destiny intertwines with the legacy of the Shadowweavers. The whispers of darkness call to them, urging them to embrace the enigmatic path, and find the delicate balance between light and shadow within their heart. The choice lies before them, and only Kael can unravel the enigma of the Shadowweaver and wield its power in ways that may shape the fate of the realm forever.


Creating a Shadowweaver[edit]

What led your character to become a Shadowweaver? What are your character's motivations for wielding the powers of a Shadowweaver? How does your character view darkness and shadows? What is your character's relationship with the enigmatic Shadowweaver order? How does your character interact with others, both allies and foes? What challenges and conflicts does your character face in maintaining balance between light and darkness? How does your character handle moments of internal conflict related to their Shadowweaver abilities? What are your character's long-term goals as a Shadowweaver? How does your character's past influence their decisions and actions in the present? What growth and development do you envision for your character over time?

Quick Build

Creating a swift and potent Shadowweaver is a breeze with these guidelines. Prioritize Dexterity as your highest ability score, accompanied by Charisma to bolster your enchanting prowess. Next, opt for the Cloaked in Shadows background to immerse yourself in the enigmatic world of twilight. Lastly, select the trusty shortsword as your weapon of choice, swift and versatile, perfect for weaving shadows into your every move. Complete your preparations with the dungeoneer's pack, ensuring you're equipped for any challenging adventure that awaits.

Class Features

As a Shadowweaver you gain the following class features.

Hit Points

Hit Dice: 1d8 per Shadowweaver level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shadowweaver level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Charisma
Skills: Choose two from: Stealth, Sleight of Hand, Arcana, Deception, Investigation, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Shortsword
  • Dungeoneer's pack
  • If you are using starting wealth, you have 2d4 x 10 gp in funds.

Table: The Shadowweaver

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st +2 Shadow Manipulation
2nd +2 Evasive Shadows
3rd +2 Cloak of Deception
4th +2 Ability Score Improvement, Ability Score Improvement
5th +3 Dark Veil
6th +3 Umbral Strike
7th +3 Shadow Sight
8th +3 Ability Score Improvement, Ability Score Improvement
9th +4 Shadow Form
10th +4 Umbral Bonds
11th +4 Eclipse Form
12th +4 Ability Score Improvement, Ability Score Improvement
13th +5 Shadow Projection
14th +5 Veil of Shadows
15th +5 Eclipsed Mastery
16th +5 Ability Score Improvement, Ability Score Improvement
17th +6 Umbral Revelation
18th +6 Shadow Evasion
19th +6 Ability Score Improvement, Ability Score Improvement
20th +6 Shadow Mastery

Umbral Strike[edit]

At 1st level, you can empower your weapon attacks with dark energy. Once per turn, your weapon attacks deal an extra 1d6 necrotic damage. This additional damage increases to 2d6 at 11th level and to 3d6 at 20th level.

Shadow Sight[edit]

Starting at 1st level, you gain the remarkable ability to see in total darkness. You have darkvision and the ability to see through magical darkness up to a range of 120 feet.

Shadow Manipulation[edit]

At 2nd level, your mastery over illusions and deception enhances. You can use this ability in the following ways:

Cloak of Deception

You can cast minor illusion and disguise self at will, without spending spell slots.

Shadow Projection

You can use a Bonus Action to give yourself Advantage on Dexterity (Stealth) checks.

Dark Veil

You can weave darkness into a magical dark veil. As a Bonus Action, choose a target (including yourself) within 30 feet. You cover that creature in protective darkness, that cover that grants the target three-quarters cover and gives it advantage on Dexterity saving throws until the start of your next turn.

Shadowweaver Archetype[edit]

At 3rd level, you chose an archetype to specialize in: Phantasmal Wraith, Umbra Shifter, or Abyssal Duelist. Choose between the three subclass options detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 14th and 18th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Umbral Revelation[edit]

At 5th level, when you cause necrotic damage with your Umbral Strike, you can increase the damage caused in +2d6.

Shadow Scouting[edit]

Starting at 7th level, you can temporarily transfer your consciousness to your shadow. As an action, you can detach your shadow from yourself. Your shadow moves with a speed of 30 feet to any direction, and you can see or hear through its position as if you were there.

Your shadow can squeeze through spaces less than 1 inch cube, and can fly. If attacked, the shadow have your AC, but only 1 hit point.

During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). Your shadow disappear if moves further than 1,000 feet away from you.

Evasive Shadows[edit]

At 7th level, you can move swiftly through shadows. You can use a Bonus Action to teleport up to 30 feet to an unoccupied space they can see that is in dim light or darkness.

Shadow Evasion=[edit]

Equal to evasion

Veil of Shadows[edit]

At 10th level...(mirror image basically)

Shadow Form[edit]

At 15th level, you can embrace your connection with darkness and transform into an ephemeral shadow for a short time. You can use an Action to transform in an intangible shadowy figure for 1 minute, gaining the following benefits:

  • You gain resistance to all damage types.
  • You have Advantage on all Dexterity checks.
  • You have the ability to move through other creatures and solid objects as if they were difficult terrain. If you end your movement inside a solid object or creature, you take 1d10 force damage and is pushed towards the nearest unoccupied space.

Once you use this feature, you can't do it again until you finish a long rest.

Shadow Mastery[edit]

At 20th level, your deep understanding of the mystical energies you control reached its peak. You gain the following benefits:

Magical Resistance

You have Advantage on saving throws against spells and magical effects.

Eclipsed Mastery

While in your shadow form, your Umbral Strike additional damage is maximized.

Class Option 1: Phantasmal Wraith[edit]

For the Phantasmal Wraith subclass, the Shadowweaver delves even deeper into the realm of shadows, becoming an elusive and deceptive force to be reckoned with. Their connection to the shadow plane allows them to take on phantasmal forms and weave illusions that bewilder their foes. As they advance, they gain the ability to create illusory duplicates, redirect incoming attacks, and enhance their stealth and evasiveness.

Level 3
Shadow Illusionist

Gain proficiency in the Deception skill. You can cast the Disguise Self spell without expending a spell slot. Once used, you can't use this feature again until you finish a short or long rest.

Level 6
Phantom Form

As a bonus action, you can briefly transform into a phantasmal wraith for 1 minute. While in this form, you gain the following benefits: You have advantage on Dexterity (Stealth) checks. Once per turn when a creature you can see makes an attack against you, you can use your reaction to impose disadvantage on that attack.

Level 10
Illusory Shroud

You gain the ability to envelop yourself in an illusory shroud, granting you enhanced stealth and evasiveness. As an action, you can activate the Illusory Shroud for 1 minute. While active, you have advantage on all Dexterity (Stealth) checks, and creatures have disadvantage on Wisdom (Perception) checks to see you. Once used, you must finish a long rest before using this feature again.

Level 14
Misdirection

Your mastery over illusions grants you the ability to redirect incoming attacks. As a reaction when a creature you can see targets you with an attack, you can use your Shadow Manipulation to create a temporary duplicate of yourself. The duplicate takes the attack instead of you, causing the attack to miss. This feature can be used a number of times equal to your Charisma modifier (minimum of 1) and all uses are restored after a long rest.

Level 18
Shadow Veil

You gain the ability to create illusory duplicates of yourself. As an action, you can create three illusory duplicates of yourself that move with you for 1 minute. These duplicates provide half cover, and any attack against you has a 50% chance to target a duplicate instead. Once used, you must finish a long rest before using this feature again. The Phantasmal Wraith subclass enables the Shadowweaver to become a master of illusion and misdirection, fooling their foes with convincing disguises and bewildering maneuvers. As they advance, they gain even greater control over their illusions, allowing them to temporarily transform into a phantasmal wraith, evade attacks, and redirect enemy strikes. The Phantasmal Wraith embraces their enigmatic nature, embodying the essence of the shadows and weaving an intricate web of deception and intrigue.

Class Option 2: Umbra Shifter[edit]

The Umbra Shifter is a subclass that allows the Shadowweaver to partially shift into the realm of shadows, becoming a shadowy silhouette while retaining all their racial features and abilities. This transformation grants them enhanced stealth and defensive capabilities but also renders them vulnerable to radiant damage. As they progress, they gain the ability to create protective barriers of darkness, maintain their shadow form for an extended duration, and even summon dark tendrils to restrain their enemies.

Level 3
Shadowshift

The Umbra Shifter gains the ability to shift partially into the realm of shadows, becoming a shadowy silhouette while retaining all their racial features and abilities. While in this form, they gain the following benefits: Advantage on Dexterity (Stealth) checks. Once per turn when a creature they can see makes an attack against them, they can use their reaction to impose disadvantage on that attack. However, while in their shadow form, they are vulnerable to radiant damage. Any radiant damage they take is doubled.

Level 6
Umbral Sanctuary

The Umbra Shifter can create a protective barrier of darkness around themselves for up to 1 hour. This barrier prevents creatures other than them from entering the area of bright light within a 10-foot radius around them. Any creature attempting to enter the area takes 3d6 radiant damage. Once used, they must finish a long rest before using this feature again.

Level 14
Shadowform Mastery

The Umbra Shifter gains the ability to maintain their Shadowform feature (Level 3) for up to 2 minutes. Additionally, they are no longer required to take a long rest before using the feature again.

Level 18
Umbral Grasp

Their connection to shadows reaches new heights. The Umbra Shifter can create tendrils of darkness to restrain and hinder their enemies. As an action, they can summon dark tendrils to grapple a creature they can see within 60 feet. The target must succeed on a Strength saving throw (DC = 8 + their Charisma modifier + their proficiency bonus) or be restrained by the tendrils for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the restraint on a success. Once used, they must finish a short or long rest before using this feature again.

Class Option 3: Abyssal Duelist[edit]

For the Abyssal Duelist subclass, the Shadowweaver delves into a realm of darkness and one-on-one duels, mastering the art of intimidating foes, summoning ethereal allies, and asserting dominance over defeated adversaries. Engaging in duels in the realm of darkness carries the risk of Darkrealm Recoil, where the darkness may lash back against the wielder. However, the Abyssal Duelist's prowess in dueling and dark powers make them a formidable force to be reckoned with.

Level 3
Darkrealm Stride

Gain proficiency in the Intimidation skill. Once per long rest, you can challenge a single creature to a one-on-one duel in your realm of darkness. As an action, you teleport yourself and the target to your own dark realm. The duel lasts for 1 minute, during which both you and the target are immune to outside interference. At the end of the duel, you both return to your original locations, and the target must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or be frightened of you for 1 minute. Additionally, while in your dark realm, your attacks gain an extra 1d6 necrotic damage.

Level 6
Darkrealm Recoil

The darkness within your realm can be treacherous. If the enemy creature you duel deals more damage to you than you deal to it during the duel, you suffer from Darkrealm Recoil. At the end of the duel, you take 2d6 necrotic damage as the darkness lashes back against you.

Level 10
Shadow Retribution

While in your dark realm, any damage you deal to the creature you are dueling is considered critical damage.

Level 14
Shadow Summoner

Once per long rest, you can summon an ethereal creature from your dark realm to aid you in battle. The creature acts as an ally for 1 minute, attacking your enemies and providing you with tactical advantage.

Level 18
Abyssal Dominance

The power of your dark realm grows, granting you dominance over creatures you defeat in duels. When you successfully defeat a creature in a one-on-one duel in your dark realm, you can choose to bind its essence to your will. The creature becomes your willing servant and obeys your commands. This effect lasts until you bind another creature, or until the bound creature is released from your service. The Abyssal Duelist subclass offers a thrilling and unique playstyle, focusing on one-on-one duels in the realm of darkness. The mastery over shadows, summoning of ethereal allies, and ability to assert dominance over defeated foes make the Abyssal Duelist a formidable opponent. Embrace the darkness and step into the realm of shadows as you embark on your journey as an Abyssal Duelist within the Shadowweaver class.

Prerequisites. To qualify for multiclassing into the Shadowweaver class, you must meet these prerequisites:

Dexterity 13 Charisma 13

Proficiencies. When you multiclass into the Shadowweaver class, you gain proficiency in Light armor, Simple weapons, and Thieves' tools. Additionally, you gain proficiency in two skills from the following options: Stealth, Sleight of Hand, Arcana, Deception, Investigation, and Perception.

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