Base Class: Rogue
Trained by a secret society that extends throughout the kingdoms of Solasta, Darkweavers have developed techniques to exploit darkness and strike fear into their enemies and have mastered the arts of crafting and using poison.
They are mostly known for their uncanny climbing ability and their skilled use of the advantage of height. Firing arrows from above, they can strike down their targets with a brutal efficiency that ground-based archers cannot match. They can also drop onto unsuspecting targets with lethal effect.
Moving unseen in the darkness or waiting in a shadowed corner of the ceiling, the venomous Darkweaver is evasive and deadly.
Venomous Bite
When you choose this archetype at 3rd level, you gain proficiency with the poisoner's kit. Additionally, you can use the bonus action granted by your Cunning Action to apply poison to your weapon.
Spider on the Wall
Starting at 3rd level, climbing becomes second nature to you. Climbing no longer costs you extra movement.
Predator
Starting at 3rd level, whenever you make a ranged weapon attack against a creature located at a lower elevation than you are, you deal additional damage equal to half your rogue level (rounded up). The damage type is the same type dealt by the weapon to the target.
Spider Fall
At 9th level, when you fall 30 feet or less on your turn (minimum 10 feet), you can use your action to negate the fall damage and make one melee weapon attack against a creature within your reach as you land.
You make the attack roll with advantage. If it hits, you can sacrifice any remaining movement to make this a critical hit. Enemies hit by Spider Fall cannot be targeted by that feature again for one hour.
Unstable Poison
At 13th level, you are a master at creating extremely potent and unstable poisons, mixing unconventional materials such as acid or even demonic ingredients.
Through an hour-long process using a poisoner's kit, you can concentrate a dose of poison, granting it the following benefits:
- Creatures have disadvantage on saving throws against the poison if they do not have resistance or immunity to poison damage.
- The poison ignores poison resistance.
- The poison treats immunity to poison damage as resistance instead.
Once concentrated in this way, a dose of poison becomes highly unstable, losing its potency after 24 hours if not used by then.
Spider Web
At 17th level, as a bonus action, you can propel sticky webs towards an opponent that you can see within 30'. The target can be no more than one size larger than you and must make a successful Dexterity Saving Throw (DC 8 + your Dexterity modifier + your proficiency bonus), or be restrained until they are freed.
A creature can use an action to make a Strength check (DC 8 + your Dexterity modifier + your proficiency bonus), freeing itself or another creature within its reach on a success.
You can use this feature a number of times equal to your proficiency modifier. You regain all expended uses of it when you finish a long rest.
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