Rogue
Base Class: Rogue

Sling Webs and Crawl Walls

A life-changing event, such as being cursed by a drider or being bitten by a dangerously transmuted arachnid, has imbued you with the abilities of a spider. This transformation might have left you physically unchanged, or you may have developed a half-dozen eyes, lanky and hairy limbs, or a set of inhuman mandibles. Whatever the side effects, you can now produce deadly poison and ropes of silken web from your palms, and even scale walls with your fingertips.

Level 3: Spider Climbing

You’ve become accustomed to moving like a spider, granting you the following benefits.

Climber. You gain a Climb Speed equal to your Speed.

Hiding on Ceilings. If you are on a ceiling and Lightly Obscured, you can take the Hide action as long as any enemy that could see you is below you.

Spider Climb.  At 5th level: You can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.

Level 3: Webbing

You can magically produce sticky, silken spider webs from your hands as a Bonus Action. This web dissolves after 1 minute. When you create the webs, you can use them to do one of the following.

Pull Yourself. You project a line of web at a point you can see within 30 feet, pulling yourself to that point in a straight line without provoking Opportunity Attacks. You can use this benefit as a Reaction when you fall to pull yourself up to 10 feet in any direction.

Manipulate Objects. You can use a line of web to manipulate an object that isn’t being worn or carried within 30 feet. For example, you can pull an object to your hand, close a door, or snatch a Small or smaller object weighing less than 10 pounds.

Create Rope. You create a 60-foot-long Rope of web and anchor it to a point you choose.

Web Spell. You cast Web without a spell slot as a part of the Bonus Action used for this feature (DC equals 8 plus your Dexterity modifier and Proficiency Bonus). When you cast it using this feature, the webs fill a 5-foot Cube, and the spell’s duration becomes 1 minute. You can cast this spell using this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Level 3: Venomous Strike

When you deal Sneak Attack damage to a creature, you can choose for the Sneak Attack to deal d8s of Poison damage instead of d6s of the same type dealt by the weapon.

Level 9: Weaver's Snare

You have mastered the art of controlling the battlefield like a spider weaving its web, turning your enemies’ movements into opportunities for a deadly strike.

Web of Intrigue: When you hit a creature with an attack that qualifies for your Sneak Attack, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is within 5 feet of a wall, pillar, or another solid surface, you can instead reduce its Speed to 0 until the start of your next turn as spectral threads bind it in place. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Predator’s Patience: You have Advantage on Dexterity (Stealth) checks you make to Hide while you are Lightly Obscured or Heavily Obscured, and you can move through the space of a creature that is no more than one size larger than you. You can’t end your turn in another creature’s space.

Level 13: Spider Sense

When you make a saving throw and take damage, you can take a Reaction to use your Uncanny Dodge, halving the damage you take (round down).

Level 17: Paralytic Venom

Your venom has reached its deadliest potency, allowing you to overwhelm a creature’s nervous system with a single precise strike.

You gain the following Cunning Strike option.

Paralyze (Cost: 4d6). When you deal Poison damage to a creature with your Venomous Strike, you can expend 4d6 from your Sneak Attack damage to force the target to make a Constitution saving throw. The DC equals 8 + your Dexterity modifier + your Proficiency Bonus. On a failed save, the target has the Paralyzed condition until the end of your next turn. On a successful save, the target’s Speed is reduced by 10 feet and are Incapacitated until the end of your next turn instead. A creature that is immune to the Poisoned condition is immune to this effect

Previous Versions

Name Date Modified Views Adds Version Actions
10/17/2026 11:33:19 PM
1
1
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes