We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
THE
SHADOW-WEAVER
ROGUISH ARCHETYPE OPTION
A black scarf trailing down the nape of his neck,
a human in shaded leathers skulks through the
dusky light of an alleyway strewn with refus
eyes drawn upwards, searching. He squints
against the bright daylight, yet his sharp dusky
eyes still spy his quarry: the second floor of a
local lord's sanctum, dark, curtains mostly
drawn, With a sound like a hushed, sharp
exhale, the human vanishes, leaving the alley
‘empty, and apparates like a breeze within the
sanctum, the lord's elaborate defenses entirely
circumvented,
An ancient gate of dwarven stonework stands
at the edge of their subterranean lands, mighty,
yet crumbling, unable to keep at bay the forces it
was built to defend against. Fortunately, a dwarf
in a simple, black tunic serves the same purpose,
Jeaning up against the rubble and eyeing the
sparse travellers that pass through for any signs
of threat. One stands out -a young dwarfing
eyes glazed over, clearly a mind-flayer’s thrall,
carrying a susp atchel. With a small effort
of will the dwarf silently marks the youngling,
and begins to casually follow at a distance,
wondering where the foreign satchel will lead.
A cheerful human girl, basket of flowers
crooked in her arm, greets a guardsman leaning
against a city wall with disarming charm. The
guard smiles appreciatively, and unlocks the city
gate, swinging wide to reveal an enormous, col-
orful marketplace, a rainbow of banners and
cloths adorning every wall and surface. The girl
moves into the city, mingles with the crowd,
waves to fellow merchants, makes idle chit-chat,
before suddenly drawing a dagger from her
basket and ruthlessly gutting a passing noble
man, She sets off for the wall at a dead sprint,
springing off her feet high into the air with an im-
possible leap. As she clears the wall, the magical
disguise melts off of her face, trailing into fleet
ing shadows, revealing the face of an agile
female drow, wearing the first earnest smile of
her entire day.
Manipulating the energy of shadow magic is a
dangerous thing, requiring either a careful
understanding of its arcane complexities or a
willingness to sacrifice whatever is necessary towield it. As a shadow-weaver you have chosen
the latter option, and gained your empowerment
in the dark arts through the sacrifice of a small
portion of your sou! to a realm of shadow. This
realm could be such places as the Shadowfell,
the Negative Energy or Ethereal planes, or any
number of darker underworlds or tainted do-
mains such as Tartarus or Barovia. Regard
the missing portion of your soul acts as an
aperture that allows the realm's inherent dark
energy to enter and empower you.
‘Typically shadow-weavers enter their craft
through secretive assassin’s guilds, traditions, or
cults that pass down the tenets of power and.
dark rites that shadow-weavers need to ply their
trade. The goals of these organizations may be
noble or sinister, and you may create your
character's shadowy organization with your DM,
or roll one on the Shadowy Organization table,
Many stich groups exist, each with their own
agendas and reason for employing their shadow
power.
Secret ORGANIZATION
410 First Word
1 Bloodied Blade
Second Word Agenda
SPELLCASTING
When you reach 3rd level, you gain the ability to
cast spells. See chapter 10 in the Player's Hand.
book for the general rules of spelicasting.
Cantrips. You learn three of the following
cantrips: control flames (located on page 16 of
the Elemental Evil Player's Companion),
message, minor illusion, poison spray, thauma-
turgy, or thorn whip. You learn an additional
canttip of your choice off this list at 10th level, as
noted on the ShadowWeaver Spelleasting table.
Spell Siots. The Shadow Weaver Spellcasting
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 slot of the
spells level or higher. You regain all expended
spell slots when you finish a long rest.
Spells Known of Ist-Level and Higher. When
you learn additional spells at the levels indicated
by the Spells Known column of the Shadow:
Weaver Spellcasting table, you may choose any
spells off of the Shadow-Weaver Spell List of
level for which this archetype grants you slots.
Kill major fallowers of one alignment
2 Crimson Cave Gaining money or notoriety
3 Emerald Devourer Spreading fear of a particular god rar
4 Eternal Eye Collecting secrets
5 Misty Hand Conquering challenging targets
6 Obsidian Hunter Removing a rival faction
7 Phantom Scale Containing dangerous artifacts
8 Twilight Specter Preparing for the final ritual (
9 Velvet. Void killing a specific god Bo
10 Venom Walker
Roll again twice, agenda is both y
cSuavow-Weaver Spee List
Spell Level spells
Ist disguise self, dissonant whispers,
illusory script, jump, silent image,
sleep, unseen servant
2nd blindness/deafness, blur, cloud of
daggers, darkness, mirror image
3rd blink, fear, major image,
phantom steed, spirit guardians
4th banishment, blight, Evard’s black
tentacles, phantasmal killer
Any spells this archetype has granted you
knowledge of are considered to be prepared at
all times,
Shaded Sout. You gain your magic by forsak-
ing a small portion of your soul to a dark realm
of shadow energy, and its influence is visible in
the magic you wield. Illusions you create are
either wreathed in shadow, or are fully shadows
themselves. Any unseen servants or spirit guard
ians you create are invisible but cast horrific,
monstrous shadows, and the latter may deal only
necrotic damage
Spellcasting Ability. Ch
casting ability for you
owing to the force of will required to draw
shadow energy from within your body. 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 shadow-weaver spell you cast.
and when making an attack roll with one.
is your spell
shadowaweaver spells,
Spell save DC = 8 + your proficiency bonus + your
[STAT] modifier
Spell attack modifier = your proficiency bonus +
~ your [STAT] modifier
Suapow-Weaver SPELLCASTING
—Spell Slots per Spell Leve!—
Rogue Cantrips Spells
Level Known Known Ist 2nd 3rd th
3rd 3 3 2 = = =
4th 3 4 3 Sea oe
Sth 3 4 3 0 - Soe
6th 3 4 3
7th 3 5 (ere aS
8th 3 6 ‘eg
Sth B 6 1
10th 4 7 4 Leonel 3 ee
Mth 4 8 ae eS
zine 8 43 ee ae
1Bth 4 9 \ Bee ae
V4th 4 10 4)
isth 4 p ia
Veth 4 11 ees 3
ith 4 lL. ee ae
1th 4 Te 3
19th 4 12.4 sa
20th 4 1a es Be el
SHROUD OF SHADOW
Pulling from the well of darkness at your heart,
you can subtly taint a foe's life-force with cleathly
energy; linking your power to their death and
bringing them ever closer to their own certain
demise
Starting at 3rd level, you ga a
to 30 feet, or increase the distance of your exist-
ing darkvision by 30 feet.
In addition, you
a bonus action place a single invisible shroud on
a creature you can see within 120 feet of you.
This shroud lasts for
darkvision 0
nay at the end of your turn astime you always know the general direction and
vague emotional state (surprised, angry, joyful,
seared, etc) of a creature under your shroud,
provided that you are both on the same plane.
When you attack a creature under your
shroud and miss, you may choose to expend a
spell slot of up to 4th level and remove the
shroud. If you do, the target takes 2410 ni
damage, plus an additional 1410 necrotic
damage for each level of the spell slot past Ist
level
tic
GLOOMSTRIDE
All darkness streams from the black realm to
which you are sanctified, and thus all darkness is
connected. Knowledge of this simple fact
coupled with your inner umbral power allows
you to leap from the very shaciows, even those
cast by your enemies.
Beginning at 9th level, you may as a bonus
action teleport up to 30 feet and appear either in
an area of dim light or darkness, or directly
adjacent to a creature, in a space occupied by its
shadow. Your DM determines where the
creature's shadow falls. In rare, very specific
instances (such as exactly at high noon or while
on the Positive Energy plane), a creature may
not have a shadow, and this ability may not be
used asf they had one. Ifa creature is under the
effect of your shroud, you may use this ability to
teleport to any point adjacent to it, as long as itis
within range
Ifyou attack a creature in the same turn after
‘you have used this ability, your attack has
advantage against the creature. This ability may
not be used again until you complete a short or
long rest, or until an enemy under your shroud is
reduced to 0 hit points,
Pe
FEED THE DARKNESS
The hunger of your dark power burns inside you,
urging you to claim the life force of your
tly rewarding your efforts.
At 13th level, when an enemy under your
shroud is reduced to O hit points, gain an
amount of temporary hit points equal fo your
rogue level
BLack AGONY
You have formed a relationship with the shadow
within you, and can use it delicately enough to
line your weapons with row upon row of razor
sharp ebon spikes, ready to expand on a strike
and torturously shred your enemies from within,
At 17th level, when you successfully sneak
attack an enemy under your shroud, you may
choose to make your sneak attack dice d10's in-
stead of d6’s. This ability may not be used again
until you complete a short or long rest.
Crepits:
Photoshop & design by /u/the.
gu
Visit WaLRock HomEpREW for more!
http://walrock-homebrevblogspot.com
Art by John Avon, Dnys Tsiperko, Julius (exanju),
Alyn Spiller, Igor Kieryluk, and Andreas Rocha
‘Thanks to the kind folks of reddit, to /u/Smyris,
for their resource pack, and to /u/skybug12 for
their Photoshop guide!
»