Base Class: Rogue
There are many assassins, spies, and tricksters throughout the endless planes who take on the motif of a spider as their symbol, but you are one of the few for whom this symbol is truly accurate. You’ve learned your craft personally, perhaps you are a natural spider related creature or have learned almost magical abilities from a weaver of lies yourself, whatever grants you power it is clear you have obtained the true bearing of a spider's abilities.
Tools of the Spider
Whenever you choose this archetype at 3rd level, you discover the secrets hidden in truth and falsehood. You gain proficiency with nets and can now weave webs from your fingertips at will, crafting a false face from magical spider silk. This acts as a disguise kit which you are considered proficient with.
Additionally, you can use a bonus action to weave your webbing into a sticky 50-foot silk rope with adhesive grapple or into a net. This web net has a range of 15/30 and has additional hit points equal to your rogue level, the DC to escape these web nets is 8 + prof + your charisma modifier. You can only have one such rope or net, called a web construct, at a time, creating a second web construct destroys the first one. You may only create an amount of web constructs up to half your rogue level before running out of uses and drying out your silk supply and you regain all expended uses when you finish a short rest.
Arachnid's Fang
Also at 3rd level, your blades whisper with toxins and lies. Whenever you use your Sneak Attack feature, you can choose to change the damage type of your attack to poison. Whenever you hit a creature that is restrained and change the damage type using this feature, the target suffers disadvantage on Strength checks until the start of your next turn.
Subtle Stride
At 9th level, you’ve taken the inspiration of spiders to another level and employ their movement capabilities. You can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free, you gain a climbing speed equal to your walking speed, and you’re immune to webbing and webs created by the web spell.
Throw Net
At 13th level, your words and deeds ensnare others, dragging them into your dark parlor. You can now throw a net as a bonus action, and this does not prevent you from making additional attacks. Ethereal thin strands of spider silk connect your web construct nets to your body, allowing you to drag a creature restrained by your net up to 30 feet directly towards you, possibly holding them suspended in the air, by using an action to make an Athletics (Strength/Charisma) check contested by the target’s Strength (Athletics) check. If you succeed, the target is dragged and either knocked prone or held suspended in the air below you. If you fail, your web construct net is destroyed and the target is freed. Your movement speed is halved while suspending a creature, and when you move horizontally while holding it, you can have it move with you or fall to the ground. If you teleport, the target automatically falls to the ground and is no longer suspended. You can now hold two rope or net web constructs at a time. You also count as one size larger when determining how much you can lift and carry, and for the purposes of grappling, and when making athletics checks you may choose to use your charisma modifier instead of strength.
Weaver's Control
At 17th level, you’ve obtained complete control of the spider's way of hunting, your web constructs may now work on creatures of huge or smaller size. Additionally if a creature reaches zero hit points while restrained by a web construct, or reaches zero hit points from an attack with your arachnids fang feature you may choose for one of the following effects to happen:
1) The creature is stable but poisoned(ignoring immunity) for 1 hour, even after regaining hit points and is paralyzed while poisoned in this way.
2) The creature immediately fails three death saving throws and you are healed for an amount of hitpoints equal to your rogue level.
3) The creature wails out in pain as it falls, any creatures that see it as an ally within 15 feet of it must make an intelligence saving throw against your web construct save DC, on a failure they take half of your sneak attack damage as psychic damage.
Once you have used Weavers Control you must finish a long rest before using the feature again.
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