Otherworldy Patron: The Shadow Weaver

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Otherworldly Patron: The Shadow Weaver

Your patron is a powerful creature of the Shadowfell such as a darkweaver, an ephemera, a nightshade, a powerful shadow dragon, or perhaps even the Raven Queen or Shar themselves.

A creature of the Shadowfell rarely has good intentions, they tend to be indifferent to the affairs of mortals if not downright malevolent. A pact forged with a creature like this is rarely a boon, or something to be celebrated.

Shadow Weaver Spells

The Shadow Weaver lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spell
1st ice Knife, dissonant whispers
2nd blindness/deafness, silence
3rd blink, gaseous form
4th Evard's black Tentacles, death ward
5th cone of cold, creation

Umbral Curse

At 1st level as a bonus action you can curse a creature that you can see within 60 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • As an action on each of your turns, you can force the creature to make a Wisdom saving throw against your your warlock spell save DC. On a failure the creature sees it's worst fears become realized, and takes psychic damage equal to your Charisma modifier and falls prone, becoming incapacitated as it begins to sob uncontrollably until the end of it's next turn.

  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can use this ability once, and regain use of it on a short or long rest.

Shade Control

At 6th level, you learn to control your own shadow and grant it a sentience of its own.

As an action, you can separate your shadow from yourself. You summon a shadow to an unoccupied space within 5 feet of you (the statistics for the shadow are in the Monster Manual). When it appears, the shadow gains temporary hit points equal to your warlock level, and gains a bonus to its attack and damage rolls equal to your Charisma modifier. The shadow can't create new shadows and cannot reduce a creature's strength score.

The shadow takes it's turn immediately after yours, and you can mentally command the shadow you make using this feature. To receive the command, the shadow must be within 120 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the shadow does nothing except defend itself against hostile creatures. Once given an order, the shadow will continue to follow the order until its task is complete.

While the shadow lasts, you no longer cast a mundane shadow. However, you can command the creature to appear as your mundane shadow. To discern the deception, a creature can use its action to inspect your shadow and must succeed on an Intelligence (Investigation) check against your spell save DC.

The shadow lasts until it drops to 0 hit points or you finish a long rest.

Once you use this feature, you can't use it again until you finish a long rest.

Shadow Magic

At 10th level, you gain additional ways to control the shadows. You can manifest one of the following effects.

Umbral Vigor. As a bonus action, when your shadow is separated from you, you can cause it to gain temporary hit points equal to half your Warlock level.

Shadow's Intervention. If you are hit by an attack, and your shadow is separated from you, you can use your reaction to cause your shadow to move within 5 feet if you and be the target of the attack instead, before the damage is rolled. You can use this feature regardless of how far your shadow is from you.

Master of Curses

Starting at 14th level, you can spread your Umbral Curse from a slain creature to another creature. When the creature cursed by your Umbral Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated.

When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

 

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