Base Class: Rogue
Rogues who take on the archetype of the Shadow Weaver specialize in a more subtle, supportive, and debilitating form of combat compared to their ancestor, the Shadow Dancers. Shadow Weavers are even more elusive, harnessing the power of shadows and weaving darkness in new ways in their strategy. Masters of manipulation, they are unparalleled infiltrators and spies, excelling at subtly eliminating threats while disorienting and weakening their enemies in more ways then one.
Shadow Weavers utilize their Shadow Spawn as extensions of their will, sacrificing them in clever and devastating ways to control the battlefield, draining their foes' will to fight as a curtain of shadows appears around them. Where Shadow Dancers rely on swift and decisive strikes, Shadow Weavers prefer to dominate the battlefield by incapacitating and controlling, turning their foes’ surroundings against them as they are plunged into the dark.
They employ the dark energy of the Shadowfell to fuel their powers, creating an intricate network of Shadow Spawns that provide ample information to the Shadow Weaver and their allies, all while remaining hidden from sight. A Shadow Weaver’s combat approach is calculated, tactical, and precise, leaving enemies vulnerable, confused, and overrun by the ever-expanding night.
"Shadow Weavers are those who have chosen to become one with their inner selves, Their Shadows, Their Spawn." - Asahi Yuki, The First Shadow Weaver
Body Of Shadows
When you choose this archetype at 3rd level, you gain the ability to manifest your shadow into a Shadow Spawn, gaining the ability to employ it in exploration and combat alike. As a bonus action, you can materialize your shadow and gain control over it, the Shadow Spawn appears in a location within 30 feet of you if it's in dim light or darkness, or if not it appears within 5 feet of you.
The Shadow Spawn appears as a pitch-black silhouette of yourself. In combat, the Shadow Spawn uses your initiative count, it also takes its turn at the same time as you. It can move and use its reaction, but the only action it takes on its turn is the Dodge action. You may use your action or bonus action to command one of your Shadow Spawn to take a different action listed in the stat block below. If you are incapacitated, the link with the Shadow Spawn has been broken and it/they dissipate.
Any Shadow Spawn that is more than 60 feet from you at the end of your turn dissipates immediately. At 17th level, this limit increases to 90 feet.
Shadow Swap. You gain access to the Shadow Swap Cunning Action. You can swap places with 1 of your Shadow Spawn, granting advantage for the next attack roll after swapping with the Shadow Spawn. This Cunning Action can be used a number of times equal to your proficiency bonus and all uses of this feature refresh on a long rest.
The total amount of Shadow Spawn you can have at any time is equal to your proficiency modifier. (Stat Block Below)
Shadow Spawn
- HP is set to 1.
- AC = 10 + proficiency bonus + your Dexterity modifier.
- Speed: 30ft fly (Hover)
- Modifiers: STR: -2 (5), DEX: +2 (15), CON: 0 (11), INT +2 (14), WIS: +1 (12), CHA: 0 (10).
- Skills: Stealth +(2xprof), Perc +(2xprof)
- Damage Immunities: Necrotic, Poison
- Condition Immunities: Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses: Darkvision 120ft., Passive Perception 11
- Proficiency Bonus: (Equals your own).
- ==========================Special Traits===============================
- Incorporeal Movement. The Shadow Spawn can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Shadow Stealth. While in dim light or darkness, the Shadow Spawn has advantage on dexterity (stealth) checks.
- Shadow of the User. This creature has the same proficiency bonus as its user, and it uses all its creator saving throw bonuses and modifiers instead of their own. Additionally, It gains any damage resistances and immunities its user has.
- Shadowy Evasion. If the Shadow Spawn is subject to an effect that allows it to make a saving throw to take only half damage, the Shadow Spawn Instead takes no damage if it succeeds on the saving throw, and only half if it fails.
- Weavers Darkness. The Shadow Spawn can see in magical darkness created by the user.
==========================Actions==========================
You can use your bonus action to allow the Shadow Spawn to do the following actions.
- Shape of Nightmares. The Shadow Spawn targets a creature within 30 feet. The Shadow Spawn then changes its form to mimic the silhouette of your target's worst fears and forces them to make a Wisdom saving throw. On a failure, the Target creature is frightened of the Shadow Spawn/s and yourself till the start of your next turn. The DC 8 + your Proficiency Bonus + your Dexterity Modifier. A target that cannot see the Shadow Spawn automatically succeeds in the saving throw. The next attack on the target has advantage due to the opening being created from the visage of horrors.
- Change Form. The Shadow Spawn can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies
- Hide. The Shadow Spawn takes the Hide action
==========================Reactions========================== - Selfless Shadow. When a creature within 10 feet of the Shadow Spawn fails a Dexterity Saving Throw, the Shadow Spawn may sacrifice itself to allow the creature to reroll the saving throw, potentially changing the outcome.
Shadow Spawn cannot equip, attune to, carry, wield, or physically interact with items or the environment However, Shadow Spawn have a deep understanding of their summoner’s emotions, thoughts, and intentions. They cannot speak any languages, but if their summoner knows Common Sign Language, the Shadow Spawn can use it to communicate. If the summoner does not know Common Sign Language, the Shadow Spawn may only communicate through non-verbal gestures, such as charades.
Sight of the Shadow-Fell
At 3rd level, your affiliation with the Shadow-Fell allows you to see straight through low light and darkness. You gain 120 feet of darkvision and you can see through the darkness created by Shadow Weaver Features. Your connection with the Shadow-Fell affects your darkvision ; everything that previously would have been shades of grey is now in shades of Indigo.
You also learn how to weave darkness around you, As an action magical darkness spreads from your position and fills a 15-foot-radius sphere for the next 10 minutes. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. When the darkness is active you act as if you are concentrating on a spell. You can use this feature a number of times equal to half your proficiency bonus(rounded down). All uses of this feature refresh on a long rest.
For purposes of countering this darkness using light spells, the level of this darkness increases at the following levels, counting as a 2nd level spell at 3rd level and increasing to 3rd level spell [5th level], 4th level spell [8th level], 5th level spell [11th level], 6th level spell [14th level], 7th level spell [17th level], 8th level spell [20th level].
Shadowwoven Arsenal
At 9th level, you gain the ability to harness the energy of your Shadow Spawn and imbue it into your weapon, empowering your Cunning Strikes and granting you the ability to drain the life force of your foes.
When a Shadow Spawn within 30 feet of you is destroyed(by any means other than your own actions), you can use your reaction to absorb its energy. The energy flows into your weapon, granting it the following benefits until the end of your next turn:
Your weapon gains the following properties:
- You regain hit points equal to half the damage dealt when you hit a creature with your weapon.
- The DC for your Cunning Strikes increases by an amount equal to the weapon's magical enhancement bonus (e.g., +1, +2, +3).
Additionally, the darkvision gained from your Sight of the Shadowfell feature becomes stronger. Now you can see through all sources of magical darkness, regardless of if created by you, your Spawn, or another source.
Network of the Spawn
At 13th level, your control over your Shadow Spawn reaches new heights, allowing you to manipulate the battlefield with subtle precision through your Shadow Spawn. As an action, choose a number of creatures up to your proficiency bonus to join the Network of the Spawn. While part of this network, you and your allies gain each other's senses - any creature one of you can see, all of you can see. Shadow Spawn do not count to the total number of creatures in the network and any Shadow Spawn that are summoned while this feature is in effect automatically link with the current network. This lasts till you decide to end it as an action or use this feature again to form a new network.
Additionally, you learn how to funnel your attacks through your Shadow Spawn. Once per turn, you can make an attack from the location of one of your Shadow Spawn instead of your current position.
Shadowstrike
At 13th level, you gain the following Cunning strike option.
Shadowstrike(Cost: 4d6). You weave shadowy energy that reaches into the creature, sapping its vitality and mobility. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature is unable to take reactions and it becomes Shadowless until the end of your next turn.
While Shadowless, they have disadvantage on saving throws as they lose touch with a part of their inner self and become divided for a short time.
One of the Spawn
At 17th level, You gain the following benefits as your body has morphed and adapted to a state beyond normal practitioners of the art.
- You gain immunity to the Frightened and Charmed Conditions
- When you use your Cunning Action you become Incorporeal till the start of your next turn as you can move through other creatures and objects as if they were difficult terrain. You take 5d10 force damage if you end your turn inside an object or another creature.
- When you use your Uncanny Dodge reaction or benefit from the effects of Evasion you can move up to 15 feet away without provoking attacks of opportunity as your form shifts into shadows and wisps.
- You gain the following ability Concerted Strike.
Concerted Strike.
When you have 4 or more Shadow Spawn on the battlefield you gain the Concerted Strike ability, allowing you to fully utilize your abilities granted by the tradition of Shadow Dancing and are able to attack in the blink of an eye.
When you take the attack action with 4 or more Shadow Spawn active, you can choose to brandish your weapon and target a number of creatures within your weapon's reach of one or more of your Shadow Spawn equal to your current active Shadow Spawn. Make a melee weapon with your weapon attack against each of those creatures as if you were in the position of each of your Shadow Spawn. On a hit, the attack deals 5d10 necrotic damage and the target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature becomes Shadowless until the end of your next turn. You can not target the same target twice. After you make the attack from the position of one of your Shadow Spawn, that Shadow Spawn is destroyed.
After you have finished all of your attacks, you may teleport to an unoccupied space within 5ft of one of the creatures you attacked.
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Posted Oct 9, 2025SOOOOOOOOOOOOOOO COMPLICATED!!!!!!! WHYYYYYYY?!?!?!?!!?!??!?!!?!?!?
good idea, though.