Base Class: Rogue
You were bitten by a radio active spider and now are filled with amazing spider like powers and strings you would never have dreamed can happen.
Webweaver
Starting at 3rd level, you gain the following abilities
- Spider-like agility: you gain proficiency in the Acrobatics skill. If you already have proficiency in Acrobatics, then you can double your proficiency bonus when making checks with it
- Web Slinging: you gain a set of special web shooters that allow you to create websites and swing through environments. As a bonus action you can shoot a web to a nearby surface and swing up to your movement speed in a straight line. this ability requires an open space to swing and cannot be used in confined areas.
- Sticky Grip: You have advantage on ability checks and saving throws to avoid being grappled or restrained. In addition you can climb difficult services including walls and ceilings, without needing to make an ability check.
Spider Sense
At 3rd lvl you gain these features
- Danger Detection: you have advantage on dexterity saving throws against effects you can see. Such as traps and spells, as long as you're not Incapacitated
- Improved Spider Reflexes: Your spider like Reflexes become even more toned. When you are subjected to an effect that allows you to make a dexterity saving throw you can choose to save on it a number of times equal to your proficiency bonus.
Web Techniques
At 9th lvl you gain the ability to use web-based techniques. Choose two Web Techniques from the list below. You can use each technique once per short or long rest.
- Web Snare: you shoot a web at a creature within 30feet. The creature must succeed on a strength saving throw or be restrained by the web till the end of its next turn.(at 13th lvl you can spend a bonus action to wrap them up in a sticky web and succeed on a strength saving throw or be restrained till the start of your next turn).
- Web Shield: you create a web-based shield granting you a +2 bonus to yor AC until the start of your next turn.
- Web Strike: you coat your weapon or unarmed strikes in sticky web fluid. On a successful hit, the target takes an additional 1d6 acid damage and must succeed on a strength saving throw or be restrained by the web until its next turn.
Spiders Might
At 17th lvl you gain the following features
- Spiders Agility: your movement speed increases by 10 feet. And you gain advantage on dexterity saving throws to avoid falling prone or being knocked prone.
- Masters Spider Reflexes: Your spider-like Reflexes have reached their peak. You can use your reaction to halve the damage of an attack that hits you. Once you use this feature you can't use it again until you finish a long or short rest.
Web Techniques
Web Techniques
you gain the ability to use web-based techniques. Choose two Web Techniques from the list below. You can use each technique once per short or long rest.
Web Snare: you shoot a web at a creature within 30feet. The creature must succeed on a strength saving throw or be restrained by the web till the end of its next turn.(at 13th lvl you can spend a bonus action to wrap them up in a sticky web and succeed on a strength saving throw or be restrained till the start of your next turn).
Web Shield: you create a web-based shield granting you a +2 bonus to yor AC until the start of your next turn.
Web Strike: you coat your weapon or unarmed strikes in sticky web fluid. On a successful hit, the target takes an additional 1d6 acid damage and must succeed on a strength saving throw or be restrained by the web until its next turn.
Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Thief’s Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
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