Base Class: Rogue
Looming over the Arcane Weave of this world like a dark shroud is the Shadoweave, it's perfect mirror. Few can learn to weave shadows. Those that can untangle the patterns in the tapestry without succumbing to self-annihilation are given a singularity, a tool that can weave fate itself.
Level 3: Spellcasting
Cantrips. You know all the Cantrips you did as an Arcane Trickster. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Shadoweaver Spellcasting table shows how many spell slots you have to cast your wizard 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.
| —Spell Slots per Spell Level— | ||||||
|---|---|---|---|---|---|---|
| Rogue Level | Prepared Spells | 1 | 2 | 3 | 4 | 5 |
| 3 | 3 | 2 | 0 | 0 | — | — |
| 4 | 4 | 3 | 1 | 0 | — | |
| 5 | 4 | 3 | 1 | 1 | — | — |
| 6 | 4 | 3 | 2 | 1 | — | — |
| 7 | 5 | 4 | 2 | 2 | — | — |
| 8 | 6 | 4 | 3 | 2 | — | — |
| 9 | 6 | 4 | 3 | 2 | — | — |
| 10 | 7 | 4 | 4 | 3 | — | — |
| 11 | 8 | 4 | 3 | 3 | — | — |
| 12 | 8 | 4 | 3 | 3 | — | — |
| 13 | 9 | 4 | 3 | 3 | 1 | — |
| 14 | 10 | 4 | 3 | 2 | 1 | — |
| 15 | 10 | 4 | 3 | 2 | 1 | — |
| 16 | 11 | 4 | 3 | 3 | 1 | — |
| 17 | 11 | 4 | 3 | 3 | 2 | 1 |
| 18 | 11 | 4 | 3 | 3 | 2 | 1 |
| 19 | 12 | 4 | 3 | 3 | 2 | 2 |
| 20 | 13 | 4 | 3 | 3 | 2 | 2 |
Spells Known of 1st Level and Higher
You know all the spells you did as an Arcane Trickster.
The Spells Known column of the Shadoweaver Spellcasting table shows when you learn more Wizard spells of 1st level or higher. Each of these spells must be an enchantment, illusion, or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 9th level in this class, you can learn one new spell of 1st, 2nd, or 3rd level.
The spells you learn at 11th, 15th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 11th, 15th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
At level 20, you may cast the spell Soul Cage 1/day without consuming a spell slot.
Level 3: Shadow Ribbons
You May cast Mage Hand as a bonus Action.
You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves' tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
In addition, your mage hand may appear as a ribbon of shadowstuff that you can use a bonus action control the hand.
Level 9: Shadow Ambush
Starting at 9th level, if you are obscured by magical darkness and you cast a spell that has a target, the target has disadvantage on any saving throw it makes against the spell this turn. If the target doesn't make the save and the target takes damage, add your sneak attack dice to that spell.
Level 13: Versatile Shadow
At 13th level, you gain the ability to distract targets with your Mage Hand. When you hit a creature with a melee weapon, you can designate a creature within 15 feet of the shadow ribbon created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
Level 17: Arcane Gravity
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with it's spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you may immediately cast it once without using a spell slot. After the successful spell is cast, roll a D20. On an 18 or higher, you learn this spell (in addition to your spells known) and may cast 1 spell per day in which you don't have a spell slot for. The target spellcaster can't cast that spell until the 8 hours have passed or 48 hours if you successfully learn the spell.
Once you successfully use this feature, you can't use it again until you finish a long rest.
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