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Arcanist

Shadow Weave

To work the Threads of Shadow is to dance with insanity. If the Weave was ridges then the Shadow Weave are valleys, if the Weave are the arteries to the heart of magic then the Shadow Weave are its veins. Shadow Weavers must either fully devote themselves to Shar, Goddess of Loss or have a pact with her or else using the Shadow Weave would break one’s mind permanently. Their magic becomes entwined with the Shadow Weave and changes it in a fundamental way. They have a variety of powers that are linked to the shaded powers of the Mistress of the Night. Weaving with the Shadow Weave allows one to control Shadowstuff, solid illusions of raw magic from the Plane of Shadow.

Spellcasting: Spells cast by one Weaving the Shadow Weave are changed fundamentally. All of your spells are changed in some way. For instance, Mage Hand becomes a skeletal hand shrouded in darkness or an inky black tendril.

Worship

Those who worship the Dark Goddess suffer from great pain, betrayal, depression, or are insane. They become enthralled with the Goddess of Loss as she offers salvation even as she tempts them with rewards while dangling them just out of reach. They are required to shun the light and the comfort offered by others, only to cling to her chilling embrace. The only offerings she cares for are suffering and false promises of hope in her name.

Pact

Terms: You swear to keep your heart and feelings shrouded in darkness. Shar is the center of your world, she is all you need and turning to others when Her Ladyship is available is unforgivable.

Punishments: You gain a level of Madness the severity of which is proportionate to the offense. She rarely if ever removes the Madness.

Subclass Features

Lv 3

Origin Spells

Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Level Prepared Spells
3Chill Touch, Disguise Self, Dissonant Whispers, Phantasmal Force, Shadow Blade
5Major Image, Phantom Steed
7Confusion, Phantasmal Killer
9Enervation, Mislead

Shadowcasting

Touched by the Shadow Weave your magic has changed fundamentally. Some spells are more powerful and some are weakened with other interactions that stem from your new source of magic. You have the following features:

  • Any spell that sheds light automatically fails to cast when you attempt to cast it.

  • Spells from the Schools of Enchantment, Illusion, and Necromancy you cast have a +1 bonus to spell save DC and spell attack bonus.

  • Spells from the Schools of Evocation and Transmutation you cast have a -2 penalty to spell save DC and spell attack bonus.

  • You have disadvantage on checks to Dispel and Counter spells originating from a spellcaster using the Weave.

  • Spellcasters using the Weave have disadvantage on checks to Dispel and Counter spells originating from you.

  • When you cast a spell on a plane where the Shadow Weave is not present you must roll 1D20 and on a 1 you trigger a Wild Magic Surge and roll on the Wild Magic Surge Table.

Shadow Weaving

You can work with Threads of Shadow much like others can work with the Weave. You can replicate spells using the Shadowstuff the Weave of Shadow attracts. You can use your Weaving feature to use the following effects:

True Chill Touch: As an action you weave Threads of Shadow into a shadowy hand as if you cast the Cantrip Chill Touch. The hand has the properties of Mage Hand as well and can become ephemeral or solid as a free action. The hand lingers for 10 minutes or until dismissed as a free action.

True Phantom Steed: As an action you weave Threads of Shadow into a fearsome creation of shadow as if you cast the spell Phantom Steed. The creature takes on one of the following stat blocks and is friendly to you and your allies and acts after your turn in initiative taking the Dodge action each turn unless you use a bonus action to command it otherwise:

Dire Wolf, Giant Hyena, Tiger

True Ray of Enfeeblement: As an action you weave Threads of Shadow into a shadowy beam of energy as if you cast the spell Ray of Enfeeblement except the spell no longer requires Concentration. Shadowy shackles bind the creature leaving it weakened. If the creature fails the saving throw to overcome the spell it takes 1D8 Necrotic damage as the shackles drain its essence.

True Shadow Blade: As a bonus action you weave Threads of Shadow into a blade as if you cast the spell Shadow Blade except it no longer requires Concentration. The blade is weightless and any color and design you want (Shortsword, Scimitar, ect) except that it is a +1 version of the weapon. The creation lasts for one hour and can be wielded by anyone you designate. If the blade is thrown it returns immediately to the designated user or to your own hand if you will.

Lv 5

Wholly Dedicated to the Shadow Weave

You no longer have a connection to the Weave. You are unaffected by areas of Wild Magic and Dead Magic Zones as those are hazards only native the Weave with very few exceptions.

Maker of Darkness

You can use Threads of Darkness to create areas of True Darkness using your Weaving feature. You can cast the spell Darkness a number of times per long rest equal to your Proficiency Bonus without expending a spell slot. The Darkness becomes a thick and very real area of solid darkness that is cold to the touch and feels as if you are moving through thousands of spiderwebs when one interacts with it. The Darkness cannot be Dispelled or Countered and creatures with Darkvision of any kind cannot see through it. You are unaffected by Darkness created with this feature.

Lv 7

Shadow Weaving

You continue to work with the Threads of Shadow. You can create objects using pure Shadowstuff. You can use your Weaving feature to use the following effects:

Create Shadowstuff: As part of a ritual, you weave Threads of Shadow into a weapon, suit of armor, shield, or any nonmagical item from the size of a pin to a building using the Shadow Weave contained within yourself. They are physical items that eventually dissipate, revealing they were at their core a form of hypereal Illusion.

You can maintain a number of items created with Shadowstuff equal to your Proficiency Bonus. Upon creating an item that exceeds the amount one item of your choice vanishes.

Shadowstuff Creation Table

Size Example Ritual Duration Shadow Weave Consumed Duration
TinyDagger or QuillOne action1 Year
SmallBow or 50 ft of coiled ropeOne minute1st level spell slot or higher1 Month
MediumSuit of Armor or HandcartOne Hour2nd level spell slot or higher24 Hours
LargeInn with 4 rooms or WagonEight Hours4th level spell slot or higher8 Hours
Lv 9

Muddle the Mind and Senses

The essence of the Shadow Weave is to warp and confuse and you can manifest a layer of Shadow Weave around you to undermine the minds of those that face you. You can use your Weaving feature to use the following effect: As an action you can manifest the Shadow Weave in a 90 ft diameter sphere centered on you . The area is covered in spidery dark mist that envelopes the area and lasts for up to 10 minutes. You choose among the following effects as the Shadow Weave permeates the area (You maintain Concentration on this feature the same you would with a spell):

  • The area is Heavily Obscured and is considered Difficult Terrain.

  • The area and objects within it looks, sounds, and smells as you choose. For example, an open field or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. The appearances of creatures cannot be changed. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Investigation check against your spell save DC to see through it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

  • You and any number of creatures of your choice within the area become Invisible until they make an attack or cast a spell.

  • Each creature of your choice within the area must make a WIS saving throw DC equal to your spell save DC on a failed save become Charmed or Frightened (Your choice). The effect lasts for 1 minute or until they succeed the save or leave the area. A creature can attempt the saving throw at the end of each of its turns. Creatures have disadvantage on the saving throw while within the area.

You can use this feature once per long rest or you can regain the use of this feature by expending a 4th level or higher spell slot (No action required).

Lv 11

Drain Life

An intrinsic power of the goddess Shar is incorporated into the Shadow Weave and allows those who work the Threads of Shadow to drain and gain life at will. You can use an action to make a ranged attack on a target within 90 ft of you using your spell attack bonus to hit. On a hit, thin stands of the Shadow Weave link you both and the target takes 3D8 Necrotic damage and you regain that many hit points. Otherwise you can use this feature outside of combat to drain the life of an area of plantlife or from an unsuspecting target within range such as a sleeping person or dumb beast in which case you automatically hit the target. If a living thing is reduced to 0 hit points with this feature it becomes withered and crumbles to dust.

You can use this feature a number of times per long rest equal to your Proficiency Bonus.

Lv 13

Enter the Negative Space

The Shadow Weave is the negative force that exists within and between the Weave. You can access this space as an action and teleport to an unoccupied space you can see within 120 ft of you.

You can use this feature a number of times per long rest equal to your Proficiency Bonus.

Lv 15

Overcome Magic Resistance

A vast majority of creatures and items exist in and work with the Weave and their abilities are derived from the constant connection which the Shadow Weave is not a part of. Once per long rest you can designate a target and that target loses Resistances and Immunities to spells cast from you (No action required) at the start of your next turn as you fully channel a spell using the Shadow Weave (This feature cannot overcome Legendary Resistances).

You can use this feature once per long or short rest.

Lv 17

Shadow Weaving

You can work with Threads of Shadow much like others can work with the Weave. You can replicate spells using the Shadowstuff the Weave of Shadow attracts. You can use your Weaving feature to use the following effect:

True Simulacrum: As an action you weave Threads of Shadow into a shadowy clone of yourself. The clone is a creature, composed of Shadowstuff, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as you wielding non-magical replicas of all your items, but it has half your hit point maximum. Otherwise, the clone uses all the statistics of you except it is a Construct.

The clone is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The clone lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. It can maintain a basic conversion using information as you would as it retains all of your memories but is Immune to effects that would allow one to read or influence its mind.

The clone lasts until it drops to 0 hit points, or after 48 hours. If you use this feature again, any clone you created with this feature is instantly destroyed.

You can use this feature once per long rest or you can regain the use of this feature by expending a 7th level or higher spell slot.