Rogue
Base Class: Rogue

As an archetypal Weaver, you excel at weaving conflicts and weapons. You rely on your an enchanted spool of unbelievably strong wire, none truly sure of what the metal is. You use your wire to swing from building to building, form weapons of wire and create rope bridges over ravines. Your mastery of wire allows you perform many feats with just a pinch of creativity.

Enchanted Wire

Starting when you choose this archetype at 3rd level, you gain a length of wire which you may use in many ways, including in the following abilities. You have a length of wire equal to your rogue level + your proficiency bonus x 10 feet. When you expend wire you cannot regain it until finishing a long rest, after which you regain all used wire.

 

You may treat the wire as a simple ranged weapon with 40/120 ft range and deal 1d6 piercing damage on hit that you are proficient with.

 

You can use the wires to perform many tasks. Such as:
> Creating wires which you can stand on and walk on with ease.
> Joining wire to a creature and the other end of that wire to a rock before pushing the rock off a cliff.
> Lifting heavy weights through a pulley system. These are only examples, so be creative.

Web of Lies

Also at 3rd level, you gain proficiency in deception checks.

String Arsenal

Starting at 9th level, you may create weapons out of your magical wire, as a bonus action, expending 20 feet of wire. You may form a Spear, Dagger, Quarterstaff, Shortbow, and Sling.

Wire Master

Starting at 13th level, you may create barriers of wire or armor, and have heightened your skill in weaving it. You can now craft additional simple weapons with your string arsenal ability. These weapons include Greatclub, Javelin, Mace, and Sickle You may expend 40 feet to wrap yourself in wire, granting yourself a +2 to AC if your wearing armor, or an AC of 13 + your dexterity modifier if you are not.

 

You may expend 60 feet to craft a 15 feet long 10 feet tall barrier of string. While behind this barrier, hostile creatures have disadvantage on attack rolls against creatures on the other side. The barrier has an AC of 20 and a hit point maximum of 100.

Puppet Master

Starting at 17th level, your mastery of wire has reached new heights, now able to pierce your enemy’s flesh and control them from the inside out. Target creature must make a Dexterity saving throw DC 10 + your proficiency bonus + your dexterity modifier. On a failure, they fall under your control for 1 minute.

While under your control, you may move and force them to make melee and ranged attacks. However, if you attempt to cast a spell, you must make a dexterity saving throw contesting a wisdom saving throw from the controlled creature. You may cast the spell if you succeed the contest.

You must expend 80 feet of wire to preform this, plus an additional 30 for each size above medium. For example, you must expend 110 feet to control a large creature, but must expend 170 feet to control a gargantuan creature.

 

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