Darkweaver |
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Subclass Features |
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♦ Level 3Bonus ProficiencyProficient with the Poisoner's Kit. Spider on WallClimbing no longer costs you extra movement, and difficult climb surfaces are considered normal for you. PredatorWhen hitting an enemy on lower ground with a ranged weapon, add your proficiency bonus to the damage. ♦ Level 9PoisonousWhen you hit a melee weapon and deal at least 1 point of damage, your target must take a CON save DC 13 or they will be poisoned for one hour and take additional 2d6 damage. |
Darkweaver is a Subclass in Solasta: Crown of the Magister. Darkweaver is a subclass of the Rogue Class. A character's class is their profession and grants specific features as listed. New powers, and access to subclasses, are granted at a higher level of experience. Each class also gives you a set of equipment that you can customize.
Darkweavers are trained by a secret society that extends throughout the kingdoms. They have developed techniques to improve their mobility in all three dimensions and mastered the art of poison crafting.
Darkweaver Information
Darkweaver Subclass Features
Level 3
- Bonus Proficiency: Proficient with the Poisoner's Kit.
- Spider on Wall: Climbing no longer costs you extra movement, and difficult climb surfaces are considered normal for you.
- Predator: When hitting an enemy on lower ground with a ranged weapon, add your proficiency bonus to the damage.
Level 9
- Posionous: When you hit a melee weapon and deal at least 1 point of damage, your target must take a CON save DC 13 or they will be poisoned for one hour and take additional 2d6 damage.
Rogue Initial Features
- Dexterity, Intelligence Saving Throw Proficiencies
- Rogue Armor Proficiencies: Light Armor
- Rogue Weapon Proficiencies: Simple Weapons, Longsword, Rapier, Shortsword.
- Expertise: Select 2 proficient skills or rolls to double their proficiency bonus.
- Sneak Attack: 1d6 extra damage (+1d6 every 2 levels) to one creature you hit with advantage using a finesse or ranged weapon, once per turn. No need for advantage if an active ally is next to the target.
- Rogue Skills: Choose 4 of these skills: Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.
Higher Level Features
Level 2
- +7 Hit Points
- Gain one additional hit die
- Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide Action.
Level 3
- +7 Hit Points
- Gain one additional hit die
- Roguish Archetypes: Select a Roguish Archetype that will steer your talents in varying directions.
Level 4
- +7 Hit Points
- Gain one additional hit die
- Unlocks a spell slot and choose a Spell
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
Level 5
- +7 Hit Points
- Gain one additional hit die
- Save DC is increases to 12
- Spell Attack is increased to +4
- +3 Proficiency Bonus: Affects all attacks, saving throws, skill & tool checks, and spell DC.
- Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage
Level 6
- +7 Hit Points
- Gain one additional hit die
- Expertise: Select 2 proficient skills or tolls to double their proficiency bonus.
Level 7
- +7 Hit Points
- Choose 1 spell
- Additional Spell Slot
- Gain one additional hit die
- Gain access to Level 2 Spells
- Evasion: When you are subjected to an area of effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Level 8
- +7 Hit Points
- Choose 1 spell
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
Level 9
- +8 Hit Points
- Gain one additional hit die
- Save DC is increases to 14
- Spell Attack is increased to +6
- Unlocks a Rogue Subclass Feature
- +4 Proficiency Bonus: Affects all attacks, saving throws, skill & tool checks, and spell DC.
Level 10
- +8 Hit Points
- Gain one additional hit die
- Unlocks an additional spell slot and choose x1 Spell
Rogue Starting Equipment
- Rapier or Shortsword
- Shortbow & x20 Arrow or Shortsword
- Bulgar's Pack or Explorer's Pack
- Leather Armor
- x2 Dagger & Thieves' Tools
Darkweaver Tips & Builds
- Note 1
- Note 2
idk why they get a ranged weapon feature and then get a different melee feature. devs couldn’t decide how this subclass should be played
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