Base Class: Rogue
"The spider, dropping down from twig,
Unfolds a plan of her devising,
A thin premeditated rig
To use in rising.
And all that journey down through space,
In cool descent and loyal hearted,
She spins a ladder to the place
From where she started.
Thus I, gone forth as spiders do
In spider’s web a truth discerning,
Attach one silken thread to you
For my returning" - NATURAL HISTORY E.B. White
Possibly learning some ancient rituals, or maybe by studying spiders obsessively, you have learned to take spiderlike features in yourself through a silken or maybe there's something ancient in your bloodline. Whatever it is, you are now brought into these abilities.
Toxic and Stealthy
A disclaimer: Although all spiders are technically toxic (as in having toxin in their bite, for this context) very few are medically significant, meaning that they could not harm a normal person in any way that could kill anyone in fact (in most people's experience) it's just a small red bump or in very bad cases, a small rash. That being said there are a tiny number of species that do have medically significant (meaning could cause major harm in very specific situations, I.e. being under 50 lbs or immunocompromised), but just because a shy, hard-to-find, medically significant species is in your area doesn't mean that anyone should kill every single of these ecologically important arachnids.
You gain a natural toxin, and your stealth is only complimented by this new almost crushing feeling of sense. Everything is brighter and the air around you is moving and you can feel people breathing and the ripples through the air- it all of a sudden seems dense and transmits so many signals.
possible origins
Roll 1d6:
- You found a mask a long time ago, that, when you put it on, melded into your face, and only now you are starting to see it again.
- You have always been obsessed with spiders and one day just recently you woke up on the ceiling, and you are not sure how.
- You were bitten by a magical spider just recently.
- You have a story in your family of an estranged grandmother that could walk on walls, which you always thought was a myth, but now, it appears you can.
- There was a fairy that you met and it tied you to a web one day, ever since then you can make webs.
- You once found a tome that had a spider insignia, you remember reading it but you don't remember what you said, and after you finished reading it disappeared into flames
Silken Masking
Starting at 3rd level, you can attach a melee weapon to silken strands; using this ability you can take a weapon and add 25ft to its attack range. Whenever an enemy takes 5ft or more movement away from you, you can make a reaction melee finesse attack (you have the choice to do this for every 5ft of movement away from you until they exit the attack range) with the weapon you've attached the silken strand to. You can cast web, once per dawn.
You also gain a Silken Mask, you can choose: The Widow, The Wandering, The Wolf, The Weaver, The Ogre-Faced, The Fishing, or The Jumper. Each one gives you another reaction to use, and one other benefit. You gain a climbing speed of 30 ft and can walk on ceilings.
The Fishing
You gain a swimming speed of 40, your walking speed, and climbing speed increase by 10. You can hold your breath for up to an hour as long as youve breathed air for an hour and make an airtank that can hold up to 24 hours of air. As a reaction, whenever you are attacked by a unsuccessful attack role underwater you can tun invisible until the end of your next turn.
The Jumper
You now can cast the spell Jump as a cantrip, your walking and climbing speed is increased by 20. Your Jump length (before jump spell) is increased to 20 ft. You have advantage on Wisdom (perception) checks, and you get a +5 bonus to your wisdom (perception) modifier. As a reaction, you now can jump 30 ft towards an ally whenever that ally is hit with an attack.
The Ogre-Faced
You gain a +5 to Dexterity (stealth) checks, and advantage on dexterity saving throws. You now, as a reaction, you can make a trapping web. If an creature fails an attack role on you or an ally, you can force them to make a DC 15 Dexterity saving throw. If they fail the saving throw, they are restrained until they use their action to make a DC 12 strength saving throw to escape. If they succeed their speed is decreased by 5 until the end of their next turn.
The Wandering
You learn 2 new languages and gain proficiency in intimidation and one other skill of your choice. As a reaction, you can allow an ally to move 15 feet away from a creature that's rolled an attack roll against them, the affected ally is immune to opportunity attacks until the start of their next turn.
The Weaver
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Your speed is increased by 10, and your climbing speed is 40. You gain proficiency in weaver's tools. You have websense. As a reaction, you can make an illusory (made out of web) copy of yourself when hit.
Websense: While on any web you know exactly where anything else is that touches or are on the web.
The Widow
You can now choose to apply force an enemy to make a Wisdom Saving Throw DC 14 or be irrationally frightened of you. You can apply a salve-like venom to any weapon or missile available to your character; the salve applies an extra [roll]2d6[/roll] Necrotic and [roll]2d6[/roll] Poison damage to an attack with the attack damage rolled.
The Wolf
You gain a burrowing speed of 30, you can cast stone shape once per day, and are resistant to bludgeoning damage. Using your reaction, you can ambush a creature; whenever a creature takes more than 10 ft of movement you can Ambush them, you jump a minimum of 5 ft towards them, and a maximum of 20, them and you make a melee finesse attack at advantage to the target. If you hit, you apply sneak attack.
Sensing Trigger
Now you have an odd sense of the world around you, you now can move faster, more, and sense the creatures around you in a way that you never could before. Similar to how a spider can feel the air around you, now so can you.
Starting at 3rd level, you gain more uses of your reaction; as many as your DEX or WIS modifier (whichever is higher).
You now gain expertise in Wisdom (perception) and have blindsight for 30 ft.
You have the ability to Webwalk: Moving across Webs does not cost extra movement.
Silken Hands
Starting at 9th level, you can make long silk strands to attach objects, tie them up, swing across chasms, or take objects from other creatures' hands. The strands cannot be broken unless a strength check DC your Dexterity score is made to do that.
You also gain resistance to poison damage.
Chitonous Grounding
Your skin becomes chitinous and hard, but still as quiet as a spider. You in your skin gets more sensitivity out of the world around you. Your Base AC (without dexterity or any other bonuses) is 15, you gain a +2 to Wisdom (perception).
Spider Sensing
Your skin and hairs can feel the air currents around you, you can see through this better than you can through your eyes.
You are immune to charm effects, illusions, and all spell effects that affect your perception. While over one hitpoint, you can see any creature (as long as there is water or air connecting you to them) within 120 ft. Creatures cannot hide from you, and you get an advantage on stealth checks and initiative rolls.
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