Base Class: Ranger
Darkweavers are Rangers who dared to stare into the abyss, when it stared back... they smiled. Through an innate connection, experimenting with dark magics or other means these Rangers have been touched by the Shadowfell and changed. Embracing the shadows and twisting it to their will they excel at stalking their prey, causing confusion and slipping away into the darkness undetected.
The Dark Lady's Boon
You've learned to draw upon the dark energies from the Shadowfell to cast spells that can both confuse and harm your enemies.
You gain the ability to cast illusion spells from the Wizard's spell list. Once per long rest you can cast Darkness, Invisibility and Phantom Steed without expending a spell slot and these spells do not count against your known spells. You also gain the Minor Illusion cantrip. Other illusion spells chosen from this list will count towards your known spells and spell slots.
|
Ranger Level |
Prepared Spells |
|
3 |
|
|
5 |
|
|
11 |
|
|
15 |
Spellcasting Ability. Wisdom is your spellcasting ability for your Wizard spells.
Upon choosing this subclass you gain Darkvision out to 120 feet and can see in magical darkness.
Shadow Form. A number of minutes per day equal to your Wisdom modifier, no less than one, you can transform into a living shadow. These minutes do not need to be consecutive but each use will use at least a 1 minute increment (Concentration).
The caster becomes insubstantial and translucent as well as its gear and anything it is carrying. In this form the caster cannot attack, pick up objects or cast spells with material components. Shadow Form also allows the caster to pass through narrow openings and small holes such as cracks and key holes. When moving through or standing in shadows you will be completely obscured from sight however creatures with Blindsight or Truesight can still see/sense you. The caster has resistance to all non magical damage in this form. You regain use of these casts after finishing a short or long rest.
Level 3: Shadow's Embrace
You draw upon the dark energies from the Shadowfell and become wreathed in a shadowy aura. For the duration you deal an extra 1d6 cold or necrotic damage on a successful hit once per round. This effect can be cast as a bonus action a number of times up to your Wisdom modifier, no less than one, and lasts for one minute. Once cast you can spend a bonus action to change the damage type or dismiss the spell before the effect ends. You regain use of these casts after finishing a short or long rest.
This damage increases by to 2d6 at 5th, 3d6 at 11th and 4d6 at 15th levels.
Level 3: Shadow Step
You can cast Shadow Step as a bonus action at will when in dim light or darkness. You teleport up to 60 feet to an unoccupied space that you can see. After using this ability you will have advantage on your next melee or ranged attack until the end of your turn.
Level 7: Shadow Walk
You now know the Shadow Walk spell and can cast it a number of times up to your wisdom modifier.
Shadow Walk. In areas of dim light or darkness you and any creature you touch are transported to the edge of the Material Plane where it borders the Shadowfell. You can take more than one creature along with you up to your level, but all must be touching each other. This is a concentration spell lasting up to 1 hour. You must complete a long rest before regaining these spell casts.
While in this region bordering the Material Plane and the Plane of Shadow your movement is tripled but objects in the Material Plane appear blurred and you can't make out details of the terrain as you pass through it.
Shadow Walk can also be used to teleport to the Plane of Shadow and other planes bordering it. You must travel to the Plane of Shadow before traveling to bordering realms. Once in the Shadowfell traveling to a bordering realm requires the passage of 1d4 hours.
Level 11: Surrender to Darkness
You now know the spell Phantasmal Killer and can cast it a number of times equal to your Wisdom modifier without expending a spell slot. This spell does not count against your known spells. You regain all expended uses after a Long Rest.
Level 15: Devouring Darkness
You can cast Weird a number of times equal to your Wisdom modifier without expending a spell slot. This spell does not count against your known spells. You regain all expended uses after a Long Rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/5/2025 3:03:06 AM
|
13
|
0
|
2.1
|
Coming Soon
|
|
|
12/5/2025 4:25:07 AM
|
16
|
0
|
2.2
|
Coming Soon
|
|
|
12/5/2025 4:52:58 AM
|
17
|
0
|
2.3
|
Coming Soon
|
Comments