Base Class: Rogue
Followers of the spider Queen Lolth were the first to learn of how to be able to enhance their abilities with magical webs. They have learned these skills by watching some of the Driders come and use their abilities to know how to be able to do the same. Weaver's take the spiders ability to weave a web and magically take and make their own kinds of webs. Being a devoted follower and learning these skills could be seen as an honor or as a test before one is blessed or cursed to join others as Driders.
Proficiency
You gain proficiency in weaver’s tools. If you already have proficiency in weaver’s tools, your proficiency bonus is now doubled for any checks made with them.
Level 3: Arcane Webbing
You can spin and weave some Acane webbing in a 15 ft cone, 15 ft circle, or a 15ft line.
Any creature entering the area must make a str saving throw to not be stuck in the webbing.
DC is 8+ int modifier + Proficiency bonus.
Level 3: Arcane Webs
Due to your affinity for arcane web spinning, you gain the ability to create magical adhesive webs.
The Arcane Webs you make are nearly imperceptible and can be attached to your weapons. Each time you finish a long rest, choose several weapons in your inventory equal to half of your proficiency bonus (rounded up) and imbue these weapons with your Arcane Webs. Each time you deal damage to a creature with one of these imbued weapons, while the target is within 30 feet of you, one of your Arcane Webs is attached to your target. These Arcane Webs last until you are more than 30 feet away from an affected creature, at which point the magic holding the web to your target fades.
For any Webspinner features that require a saving throw, your Webspinner save DC is equal to 8 + your Intelligence Modifier + your proficiency bonus if Arcane Web attaches to an object, the web functions as a rope up to 30 ft. You can use your cunning action to yank the thread back to your hand. If the object it is attached to weighs 5 lbs or less, it is pulled to your hand as well.
Level 3: Thread Manipulation
Not only can you spread these webs, but you also learn to control creatures that are stuck to your webs. While a creature has one of your Arcane Webs attached to it, you can manipulate it in the following ways:
● (Reaction) Each time a creature attached to one of your Arcane Webs attempts to move to a space that is more than 30 feet away from you, you can choose to force the creature to make a Strength saving throw against your Webspinner save DC. On a failed save, the creature cannot move more than 30 feet away from you during this turn. On a success, the web does not restrict the creature’s movement.
● You can use a reaction for when a creature attached to one of your Arcane Webs targets you with a weapon attack, the attack is made at disadvantage
● As a bonus action, you can force a similar sized or smaller creature that is attached to one of your Arcane Webs to make a Strength saving throw against your Webspinner save DC. Anything larger than you would require more threads to be forced to make the save. On a failed save, the creature becomes restrained until the start of your next turn. A creature restrained by one of your Arcane Webs can use their action to repeat the Strength saving throw, ending the restrained condition on a success. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
● As a bonus action, Pull a (Webbed) Target Toward you (5ft). The target must make a 10 con save.
● You have sticky fingers when you make a thrown weapon attack with an imbued weapon; using a bonus action, that weapon returns to your hand, regardless of a hit or miss.
You can use your webs to climb as a bonus action. As a Bonus Action, you can retrieve a small or tiny unattended object that is within an unobstructed line of effect within 30' of you
● Webs are susceptible to fire, acid and Slashing damage. Will break after 10+5+proficiency mod worth of damage is done to the web. If more than half the total health of the web is done it will break.
Level 3: Spider Climb
You Learn the spell Spider Climb.
Level 9: Walking Webs
Your body has become partially imbued with your magical webs. As such, you gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Your walking speed doubles. You can now swing on your webs.
Level 9: WovenTrap
You can now create a Woven Trap to ensnare your enemies. You gain the ability to cast the web spell using Intelligence as your spellcasting ability modifier. When you cast the spell in this way, it doesn’t require any verbal, somatic, or material components, and the casting time of this spell becomes a bonus action instead of an action. You cannot be affected by your Woven Traps, meaning you may freely move through the area of the spell without expending extra movement or making saving throws against becoming restrained. You can cast this spell in this way a number of times equal to half your proficiency bonus (rounded down), regaining all expended uses of it when you finish a long rest.
Level 9: SILK OF STEEL
Your webs can no longer be destroyed by fire damage.
Level 9: Gain a Feat
Gain a Feat of Boon of your choosing
Level 13: Lacerating Silk
The webs you weave have become as sharp as blades. At the start of your turn, each creature of your choice—either attached to one of your Arcane Webs or within the area of your Woven Trap—will take magical slashing damage equal to double your Intelligence modifier.
Level 17: Barbed Bloodlust
Your Lacerating Silk is filled with your lethal intent, gaining power each time you seek to kill. Each time you deal Sneak Attack damage to a creature, your Lacerating Silk feature will activate again, even if it has already activated this turn.
Previous Versions
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