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Shadow Weaver


Hit Points

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

Proficiences

Armor: Light armor, Medium armor and Shields
Weapons: Simple weapons, Exotic Weapons, hand crossbows, longswords, rapiers, shortswords
Tools: the poisoner’s kit
Saving Throws: Dexterity. Charisma
Skills: Choose three from Acrobatics, Arcana, Deception, Intimidation, Performance, Persuasion, Religion, Sleight of Hand, and Stealth.

Overview & Creation


 


Class Features

Shadow Attack:

At 1st level, You learn how to harness the magic from the Shadow Fell and use it against your opponents. Once per turn, you can deal an extra 2d6 damage if one of the dice hit a 6 you can roll another one. To one creature whenever:  
  • You score a Critical hit (You don´t multiply the extra damage).
  • If the creature is surprised.
  • If the creature is scared from you.
  • If the creature is Restrained or incapacitated.
  • The attack must use a finesse weapon. The amount of the extra damage increases as you gain levels in this class, as shown in the Shadow Attack column of the Shadow Weaver.  

    Blend In The Shadows:

    Starting at 1st level, Your magic lets you blend in the shadows almost making you invisible. You gain a Darkvision of 30f if you already don´t have it. You also gain additional Darkvision equal to your Charisma Modifier x 10. When you reach 7th level in this class You can see normally in magical darkness, and gain 40f extra Darkvision.   You can attempt to hide as a bonus action when you are in Dim light or Darkness. Also You can add your Charisma modifier to your Dexterity (Steath) rolls. while in Dim light or Darkness. When you make a successful Dexterity (Steath) check in Dim light or Darkness you are invisible to creatures that can´t see in Darkness if the creature has Darkvision whey can´t see you unless you are within 20f of them. When you reach 5th level in this class you are not invisible to creatures with Darkvision when you are within 10f of them. When you reach 10th level in this class you are invisible to creatures with Darkvision.  

    Shadow Manifestation:

    Starting at 2nd level, you choose an Shadow Manifestation that It represents how you use your power from the Shadow fell: Blade, Reaper, or Dark Magic, all detailed at the end of the class description. Your Shadow Manifestation choice grants you features at 2rd level and then again at 5th, 10th, and 15th level.  

    Fighting Style:

    You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again:  
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Shadow Mage: You learn two cantrips of your choice from the this list: Chill Touch, Friends, Thaumaturgy, Minor Illusion or Toll the Dead. They count as Shadow Weaver spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the list.
  • Dark From:

    At 3rd level, The dark magic from the Shadow fell change your body in a certain way. You gain one of the following features of your choice:  
  • Frightful Presence: You can use your action and a number of Creatures equal to your Charisma Modifier of your choice within 20 feet of you and aware of it must succeed on a Wisdom saving throw DC equal to 8 + proficiency bonus + Charisma modifier. On a Fail save the creature is frightened until your next turn. You can use this feature twice and you regain all expended uses when you complete a short or long rest.
  • Frightening Attacks: When you hit a creature with a weapon attack, the target must make a Wisdom saving throw DC equal to 8 + proficiency bonus + Charisma modifier. On a failed save, it is frightened of you until the end of your next turn. You can use this feature an amaunt of times equal to your Charisma modifier and you regain all expended uses when you complete a long rest.
  • Dreadful Magic: You can cast Cause Fear twice and you regain all expended uses when you complete a long rest. Charisma is your spellcasting ability for the spell.
  • Ability Score Improvement:

    When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. If your DM allows the use of feats, you may instead take a feat.  

    Evasion:

    Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

    Dark From:

    At 9th level, The dark magic from the Shadow fell change your body in a certain way. You gain one of the following features of your choice:  
  • Lingering Darkness: Whenever you use your Shadow Attack your next attack deals extra necrotic damage equal to your Charisma modifier.
  • Dark Protection: Whenever you use your Shadow Attack you can gain temporaly hit points equal to half of the damage of the Shadow Attack. You can use this feature an amaunt of times equal to your Charisma modifier and you regain all expended uses when you complete a long rest.
  • Create Shadows: You can cast Darkness twice and you regain all expended uses when you complete a long rest. Charisma is your spellcasting ability for the spell. the radius of the spell becomes 20f and you can move it 10f as a bonus action on your turn.
  • One With The Shadows:

    At 11th level, Your power with shadows become greater. You can cast Shadow Figure as if cast with a 3rd level spell slot, twice and you regain all expended uses when you complete a long rest. Also You can cast Shadow of Moil twice and you regain all expended uses when you complete a long rest. Charisma is your spellcasting ability for the spell.  

    Tangible Shadow:

    At 14th level, you can add your Charisma modifier to saving throws that you are not proficient.  

    Shadow Expertise:

    At 17th level, Whenever you are in Dim light or Darkness you can add your Charisma modifier to your attack rolls. If you are not you can add half (Rounded Down).  

    Master Of The Shadows:

    At 20th level, Whenever you score a critical hit you can multiply the extra damage of your Shadow Attacks. Also now whenever you roll a 5 in your Shadow Attacks you can also throw another dice.
     


    Starting Equipment

  • (a) a rapier or (b) a shortsword.
  • (a) Any Simple weapon or (b) Any Exotic Weapon
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor, two daggers, and Poisoner’s Kit.
  • You start with 4d4 x 10 gp.

  • Subclass Options

    Manifestation of the Blade

     

    break posture:

    At 2nd level, whenever you hit the same creature 2 times with a finesse weapon the next attack you hit against that same creature you can apply your Shadow Attack.  

    Slashing Dash:

    Starting at 2nd level, you move as fast as a lightning with your weapon Slashing everything in your way. As an action Choose a point in a line of 30 feet long and 5 feet wide, you will move to that point (it doesn't provoke opportunity attacks) every creature in your way has to make a a Dexterity saving throw DC 8 + proficiency bonus + Dexterity modifier. if they fail they take the damage of one of your weapon attacks with Shadow Attack, if they succeed they take half damage. If this attack only target 1 creature they take half (ronded down) of your Shadow Attack dice as extra damage for the Shadow Attack. you can use this feature once per short rest or long rest. you will gain more uses for this hability as you gain more levels in this class. When you reach 6th level in this class the range increases by 10f you also gain this bonus when you reach 13th and 19th level.  

    Extra Attack:

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    powerful attacks:

    At 10nd level, you can score a critical hit on a 19. you have advantage on your 3rd attack against the same target.  

    parrying attack:

    Beginning at 15th level, you can score a critical hit on a 18. Whenever a creature that you have attack before try to hit you with a melee attack you can use your reaccion to gain a bonus to your AC equal to your Charisma modifier if the attack doesn´t hit you can make an attack against that creature.        

    Manifestation of the Reaper

    Reaper of Souls:

    At 2nd level, whenever a creature dies within 20f of you your next attack applys your Shadow Attack. You also gain Proficiency with the Great Scythe .  

    Reapering slash:

    Starting at 2nd level, you reap with your weapon all around you damaging everyone in your way. As a action you can reap around you every creature within 10f of you that you choose has to make a a Dexterity saving throw DC 8 + proficiency bonus + Dexterity modifier. if they fail they take the damage of one of your weapon attacks with Shadow Attack, if they succeed they take half damage. If this attack only target 1 creature they take half (ronded down) of your Shadow Attack dice as extra damage for the Shadow Attack. you can use this feature once per short rest or long rest. you will gain more uses for this hability as you gain more levels in this class.  

    Extra Attack:

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Finishing Blow:

    At 10nd level, whenever you hit a creature that is missing any of its hit points, they take half (ronded down) of your Shadow Attack dice as extra damage. you can now try to shove (knock the target prone) a creature as a bonus action.  

    Thirst for Blood:

    Beginning at 15th level, whenever you kill a creature as part of that same action you can move half of your movement and make a single attack if you have a target in range. Also you now can use your Shadow Attack an amount of times equal to your Charisma modifier per turn.      

    Manifestation of Dark Magic

     

    Dark Magic:

    At 2nd level, you now can apply your Shadow Attack with your cantrips.

    SpellCasting:

    When you reach 2nd level, you gain the ability to cast spells.   Cantrips: You learn one cantrip from this list: Chill Touch, Friends, Thaumaturgy, Minor Illusion or Toll the Dead. You learn another cantrip of your choice at 10th level.   Spell Slots: The Dark Magic Shadow Weaver can cast 1 spell of fist level. Spellcasting table from another 1/3r caster like the Arcane Trickster or Eldrich Knight 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 slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   Spells Known of 1st-Level and Higher. You know two 1st-level spells from the schools of Necromancy, Illusion and Enchantment. The Spells Known column Spellcasting table from another 1/3r caster like the Arcane Trickster or Eldrich Knight shows when you learn more spells of 1st level or higher. Each of these spells must be an Necromancy, Illusion and Enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   Whenever you gain a level in this class, you can replace one of your spells you know with another spell of your choice from the schools of Necromancy, Illusion and Enchantment. The new spell must be of a level for which you have spell slots.   Spellcasting Ability: Charisma is your spellcasting ability for your spells, since you learn your spells through dedicated study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
    Spell attack modifier = your proficiency bonus + your Charisma modifier.

    Shadow Magic:

    Starting at 2nd level, you channel the magic from the Shadow Fell to empower your spells. Whenever you roll damage for one of your spells you can apply your Shadow Attack as extra necrotic damage. If this spell only target 1 creature they take half (ronded down) of your Shadow Attack dice as extra damage for the Shadow Attack. you can use this feature once per short rest or long rest. you will gain more uses for this hability as you gain more levels in this class.  

    Dark Protection:

    Beginning at 5th level, As an Action on your turn you gain temporaly hit points equal to a roll of your Shadow Attack. These hit points last 1 hour. You can use this feature twice and you regain all expended uses when you complete a long rest.

    Dark Focus:

    At 10nd level, Once per turn Whenever you roll damage for one of your spells you can add your Charisma modifier as extra necrotic damage. If you hit a creature with a necromancy spell their speed is reduced by half until the end of your next turn. Also you gain resistance to Necrotic damage.  

    Greater Necromancy:

    Beginning at 15th level, Your Spells you cast ignore resistance to Necrotic damage. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.


    Created by

    Juanxd123.

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