Base Class: Rogue
The Arachnid Agent, a Rogue subclass, symbolizes an unwavering devotion to Lolth, the Spider Queen of the Underdark. As shadowy operatives, these agents embody the cunning and lethal traits of spiders. Through veiled strides, venomous strikes, and arachnid mastery, they weave a web of stealth and poison, ascending to Lolth's Shadowmaster with the power to cloak themselves in darkness at will. A symbol of Lolth's influence, the Arachnid Agent becomes an elusive and deadly force, striking fear into the hearts of enemies with every poisoned step.
Veiled Stride
At 3rd level, you gain the ability to move akin to your arachnid mother. You can move across difficult terrain without impediment and suffer no movement speed penalties. Additionally, if you're moving on a webbed surface, your movement speed it increased by 5-feet.
Venomous Dread
At 9th level, your connection to the spider queen has awarded you her dreadful venom. Your sneak attacks now deal poison damage instead of your weapon's damage type. Additionally, creatures hit by your sneak attacks must succeed a constitution saving throw (DC 8 + proficiency + dexterity modifier). On a failed save, the creature is poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Arachnid Mastery
At 13th level, your expertise with arachnid movement patterns meets its peak and you gain the following benefits:
- You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free, and gain a climbing speed equal to its walking speed.
- You gain advantage on dexterity (stealth) checks while in dim light or darkness.
Lolth's Shadowmaster
At 17th level, you embrace the spider queen's ultimate gift and become one of her few shadowlaster's and gain the ability to become invisible at will. As a bonus action, you can cloak yourself in total darkness, becoming invisible until the start of your next turn. Additionally, the next creature hit by your sneak attack must succeed on a Constitution saving throw (DC 8 + proficiency + dexterity modifier). On a failed save, the creature is paralyzed for 1 minute and takes 2d6 poison damage at the start of each of its turns while paralyzed.
Once you use this feature, you cannot do so again until you finish a long rest.







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