Rogue
Base Class: Rogue

String the battlefield into your web.

Weaver’s are masters of the trickiest and most versatile weapon there is : The innocent thread. They use those invisible wires to move allies and foes alike like pieces on a chessboard and make sure they stay right where they want them.

Silkbound

Starting at 3rd level, you are always connected to your allies to join them at a moment’s notice.

As an action, you can choose a willing ally that you can see within 30 feet of you and that doesn’t have 3/4 or Total cover from you. Draw a line from you to the target. You can, as part of the same action, teleport to any unoccupied space within that line.

Immediately afterward, the target can use their reaction to also teleport to any unoccupied space within that line.

Tripwire

Also at 3rd level, you always have several traps prepared for hasty fools to fall into.

When an hostile creature you can see within 60ft uses the dash action, you can use your reaction to trip them. The target must succeed on a Dexterity saving throw or be thrown 10ft in the direction of your choice and be knocked prone.

The DC is equal to 8 + your Dexterity Modifier + Your Proficiency bonus.
You can use this feature a number of times equal to your Dexterity modifier (minimum of 1) and regain all uses on a long rest. 

Lolth's Weave

At level 9, you gain the following Cunning Strike option :

Webbing Strike (Cost: 1d6). You force the target to make a Strength saving throw. On a failed save, the target has the Restrained condition until the start of your next turn.

Into The Parlor

At 13th level, your expertise strengthen your threads :

Hard as Steel. You can now target an unwilling creature with your “Silkbound” feature. The target must succeed a Dexterity saving throw against your Cunning Strike DC. On a failure, you choose if the target is moved 20ft in the direction of your choice or gain the Restrained condition until the start of your next turn. They cannot use their reaction to teleport on the line.

Master Trapper. If an enemy fail their saving throw against your Trip Wire feature they gain, in addition to other effects, the Restrained condition until the start of your next turn.

 

World Wide Web

At level 17, there's not a thing within your sight that isn't wrapped in your web. Whenever a creature you can see gains the Restrained Condition, you can use your reaction to move them up to 20ft in an unoccupied space of your choosing.

You cannot move a creature through an object nor can you make them go up or down using this feature.

If this displacement should remove the Restrained condition, it does, otherwise the creature remains Restrained

Silkbound

As an action, you can choose a creature that you can see within 30 feet of you and that doesn’t have 3/4 or Total cover from you. Draw a line from you to the target. You can, as part of the same action, teleport to any unoccupied space within that line.

Immediately afterward, you choose if the target can either :

Ally. Use their reaction to also teleport to any unoccupied space within that line.

Enemy. Make a Dexterity saving throw against your Cunning Strike DC. On a failure, you choose if the target is moved 20ft in the direction of your choice or gain the Restrained condition until the start of your next turn.

Tripwire

When an hostile creature you can see within 60ft uses the dash action, you can use your reaction to trip them. The target must succeed on a Dexterity saving throw against your cunning strike DC or be thrown 20ft in the direction of your choice and be knocked prone. They are also Restrained until the start of your next turn.

You can use this feature a number of times equal to your Dexterity modifier (minimum of 1) and regain all uses on a long rest.

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8/20/2026 11:24:31 PM
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