Gloomwarden
Gloomwardens are raven-blooded druids: custodians of dusk, the spaces between light and night. They blend avian instincts and shadow-touched nature magic to scout, guide, and protect questionable borders — moors, ruined cities, and forgotten graveyards. Gloomwardens are at home on the wind and in the underbrush; they are both comforters of lost things and harbingers of nightfall.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Spellcasting
Chill Touch
You hurl a ghostly hand that deals necrotic damage and prevents healing.
Guidance
A creature you touch can add 1d4 to one ability check of its choice.
Entangle
Grasping plants sprout and restrain creatures in the area.
Area or duration improvements at higher slots
Faerie Fire
Outlines creatures in light; grants advantage to attackers.
Barkskin
Target's AC can't be less than 16 while the spell lasts.
Gloomshroud
A veil of dimming shadow extends from you. Allies within the area gain half cover and advantage on Stealth checks; enemies are lightly obscured and have disadvantage on Perception checks relying on sight.
Radius increases by 10 feet per slot above 3rd
Wind Wall
Creates a vertical wall of wind that blocks small flying creatures and ranged weapon attacks.
Call Lightning
Call down lightning bolts; Stormwing subclass improves this spell.
Vampiric Touch (Gloom Twine)
Make melee spell attacks that deal necrotic damage and heal you for half the damage dealt.
Conjure Animals (Raven Swarm)
You can summon a flock of ravens or corvid-like spirits that obey simple commands (DM may treat as appropriate beasts).
You may summon larger groups or more potent spirit ravens
Hall of Thorns and Shadows
Create a zone of twisted brambles and dusk. Enemies take slashing and necrotic damage when they start their turn or move through the area and have disadvantage on Wisdom checks. Allies can move through easily.
Martial Abilities
Beak Strike
A basic natural attack you gain when using many Shade Shifts. Melee weapon attack: + proficiency + Wis modifier to hit, deals 1d6 + Wis modifier piercing damage (scales with shift).
Must be in a transformation that grants natural weapons
Raven's Guile
A trick attack. As a bonus action after a successful hit with a natural weapon, you can spend 1 Shade Point to impose disadvantage on the target's next attack roll before the end of its next turn.
Must be in a transformation that grants natural weapons
Transformations
Crowling Form
A small raven form ideal for stealth and scouting.
Size becomes Tiny, Walk speed 10 ft, fly speed 40 ft (hover: no), Can slip through small openings, Gain advantage on Stealth checks
Scout's Whisper: communicate with corvids and receive sensory impressions when touching a surface (short range)
Cannot attack effectively; natural weapon deals 1d4 piercing, Can't wear equipment
Shadow Raven
A shadowy raven-spirit that can attack and fly while providing companion boons.
Medium-sized raven-like form, Fly speed 60 ft, Incorporeal while in dim light (resist nonmagical bludgeoning/slashing/piercing), Natural weapon: beak 1d6 + Wis piercing
Gloom Peck (attack that deals extra necrotic damage), Bond of Shadow (links to the Gloomwarden, granting advantage on one Perception or Stealth check per short rest)
Consumes either a Shift use or 1 Shade Point at higher levels for the Gloomier variant
Nightstalker Form
A humanoid raven-kin shape that excels at mobility and stealth combat.
Medium humanoid shape with wings, Walk 30 ft, fly 40 ft, Gain proficiency with Dexterity saving throws, Natural attacks: talons 1d8 slashing, beak 1d6 piercing
Skyborne Ambush: while at least 10 feet above a target, first attack deals extra 1d6 necrotic
Cannot cast spells with material components using hands while fully transformed
Gloom Stalker (Beast of Gloom)
A shadow-beast form that emphasizes strength and fright.
Large beastlike form, Walk 40 ft, Natural attacks: claw 2d6, bite 2d8, Targets hit must succeed on Wisdom save or be frightened until end of your next turn
Murk Roar: as an action force nearby creatures to make Wisdom save or be frightened
Consumes more Shade Points and limits speech
Eclipse Avatar
A near-divine melding of raven shadow and nature used only by high-level Gloomwardens.
Large winged avatar with immunities to cold and necrotic, Fly speed 80 ft, Natural weapon attacks deal 3d8 and apply chilling necrotic on hit, Allies in 10 ft gain temporary HP equal to your Wisdom modifier at start of your turn
Nightfall Sweep: once per use you can expend 3 Shade Points to surround an area in oppressive twilight that deals 4d8 necrotic to enemies entering
Very costly: consumes 4 Shade Points, Can be used once per long rest unless you spend extra Shade Points
Auras
Murkcloak Aura
You exude an aura of hush and shadow.
Allied creatures gain +1 to Stealth checks and attacks against creatures that haven't detected them gain advantage while within the aura.
Featherstorm Aura
A protective swirl of razor feathers and wind.
Allies have resistance to slashing damage and gain a +1 bonus to AC while within the aura.
Activates as a bonus action; lasts 1 minute or until concentration ends
Companions
Shadow Raven Companion
Level 2A spirit-corvid bonded to the Gloomwarden. It acts on your turn on your command and grows stronger with you.
Perception + proficiency, Stealth + proficiency
Darkvision 60 ft, Keen Sight
Bonded Sight: once per short rest, you can see through its eyes for up to 10 minutes, perceiving what it perceives, Gloom Aid: it can deliver touch spells you cast
Follow, Scout (move up to X and observe), Attack (use its beak/claw attack), Deliver (carry small items / messages)
Level 5: HP increases and attacks deal +1d4 necrotic when in dim light
Level 10: Can grant advantage on one ally attack per short rest
Level 15: Gains limited incorporeal movement (ignore difficult terrain)
Class Features
Gloom Calling (Level 1)
Shade Shifting (Level 2)
Umbral Savvy (Level 6)
Avatar of Midwinter (Level 10)
Master of Murk (Level 14)
Eclipse Sovereign (Level 20)
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