Base Class: Fighter
Arachnid Teachings
When you select this Archetype at 3rd level, you gain proficiency in weaver's tools and the poisoner's kit.
Arachnid Tools
When you choose this archetype at 3rd level you learn to build and use various tools and weapons that are inspired by spiders and their unique abilities. Choose one Arachnid Tool bellow. You gain an additional Arachnid Tool at 7th level:
Web Slinger
Using spider's silk and a quick wrist, you are able to create a web launcher that attaches to your wrist. As an action you can use this launcher and attach yourself to another creature or object within 30 feet of you via webbing. While attached in this way you as a bonus action can ether pull yourself up to 30 feet towards what you are connected too, or pull what you are connected to, toward you. A creature must make a strength saving throw (DC= 8 + proficiency bonus + CON mod) to nullify it. If a creature is size Huge or larger, they cannot be pulled.
Leaping Boots
You create boots that allow extra jumping power using spider's silk as it's springs. Whenever someone using these boots long jumps or high jumps, they can roll 2d10 and add that number to the number of feet they can jump. Jumping still cannot exceed your walking speed even with the modifier.
Bladed Gauntlet
Using a Giant Spider's Fang, you create a bladed gauntlet that attaches to your arm. Your unarmed strikes now deal 1d6 plus your strength modifier in slashing damage instead of Bludgeoning damage from your normal unarmed strike. Additional you may make an unarmed attack as a bonus action after you take the attack action. You can use this special bonus action the number of times equal to your proficiency bonus and regain all expended uses when you finish a short or long rest.
Web Arrow
You are able to make special Ammunition for bows or crossbows. You may take a quiver or bolts or arrows and by spending 10 minutes and using weavers tools you can turn them into web arrows or web bolts. When a creature fires one of these pieces of ammunition it doesn't do any damage and the attack has a -5 penalty to the attack roll. but leaves the target restrained. As an action the target can attempt to free themselves by making a strength check (DC=8 + proficiency bonus + CON mod)
Additionally, If you have chosen the Web Slinger Arachnid Tool, you may spend 10 minutes using weavers tools to make a Web Cartridge (Contains 20 shots) and can use the Web Arrow from the Slinger, (Range 20/60) You can have a total of 2 Web Cartridge at a time.
Greater Teachings
Starting at 7th level, Your weapons and tools are coated with a deadly toxin. when you hit a creature with a weapon attack. you can force the creature to make a Constitution saving throw (Save DC 8 + proficiency bonus + CON mod). taking 1d8 poison damage on a failed save. additionally, you become attuned to the weaving abilities of the arachnids. you gain the ability to cast the Snare and Web spells (spell save DC = proficiency bonus + CON mod), using only sematic components. once you cast either of these spells in this way. you cant cast them again until you finish a long rest. constitution is your casting ability for these spells.
Weave of flesh
At 10th level, you become extremely connected to the spiders to learn from and as such evolve in a small way. choose an evolution bellow and you gain its benefits:
Arachnid Eyes
You grow additional small eyes on your forehead and gain darkvison up to 180 feet. Allowing you to see in dim light as if it was bright light, and darkness as If it was dim light. You cannot see color in darkness. Only shades of Grey. Additionally lightly obscured areas no longer impose disadvantage on Wisdom (perception) checks and you have advantage on saving throws made against being blinded.
Camouflage Skin
Your skin becomes darkened, allowing you to become near impossible to see in darkness. While in dim light or darkness, you have advantage on stealth checks.
Additionally you cannot be seen by creatures that rely on darkvision.
Venomous Touch
Your fingers can now produce a potent toxin. As an action you can coat a liquid in this toxin. Creatures who drink this liquid make make a constitution saving throw (DC = 8 + proficiency bonus + Con mod), taking 2d8 poison damage and being poisoned for 1 hour on a failure, taking half as much damage and no poison on a success.
Web-Sense
You gain a climbing speed equal to your walking speed. Additionally you ignore movement restrictions caused by webbing and while in contact with a web, you know the exact locations all of other creatures in contact with the same web.
Venom Strike
Starting at 15th level, your skin becomes venomous to the touch. When a creature touches you or hits you with an attack while within 5 feet of you. you can use your reaction to have the creature take poison damage equal to your proficiency bonus + CON mod
.
Exoskeleton
At 18th level, you attain the pinnacle of resilience in battle, growing an Exoskeleton which makes most strikes against you less painful. You gain resistance to Bludgeoning, Piercing, Slashing and Poison damage. Additionally, any poison damage you deal can ignore resistance and treats immunity as resistance.
Arachnid Teachings
When you select this Archetype at 3rd level, you gain proficiency in weaver's tools and the poisoner's kit.
Arachnid Tools
When you choose this archetype at 3rd level you learn to build and use various tools and weapons that are inspired by spiders and their unique abilities. Choose one Arachnid Tool bellow. You gain an additional Arachnid Tool at 7th level:
Bladed Gauntlet
Using a Giant Spider's Fang, you create a bladed gauntlet that attaches to your arm. Your unarmed strikes now deal 1d6 plus your strength modifier in slashing damage instead of Bludgeoning damage from your normal unarmed strike. Additional you may make an unarmed attack as a bonus action after you take the attack action. You can use this special bonus action the number of times equal to your proficiency bonus and regain all expended uses when you finish a short or long rest.
Leaping Boots
You create boots that allow extra jumping power using spider's silk as it's springs. Whenever someone using these boots long jumps or high jumps, they can roll 2d10 and add that number to the number of feet they can jump. Jumping still cannot exceed your walking speed even with the modifier.
Web Arrow
You are able to make special Ammunition for bows or crossbows. You may take a quiver or bolts or arrows and by spending 10 minutes using weavers tools you can turn them into web arrows or web bolts. When a creature fires one of these pieces of ammunition it doesn't do any damage and the attack has a -5 penalty to the attack roll. but leaves the target restrained. As an action the target can attempt to free themselves by making a strength check (DC=8 + proficiency bonus + CON mod).
Additionally, If you have chosen the Web Slinger Arachnid Tool, you may spend 10 minutes using weavers tools to make a Web Cartridge (Contains 20 shots) and can use the Web Arrow from the Slinger, (Range 20/60) You can have a total of 2 Web Cartridge at a time.
Web Slingers
Using spider's silk and a quick wrist, you are able to create twin web launcher that attaches to your wrists. As an action you can use this launcher and attach yourself to another creature or object within 30 feet of you via webbing. While attached in this way you as a bonus action can ether pull yourself up to 30 feet towards what you are connected too, or pull what you are connected to, toward you. A creature must make a strength saving throw (DC= 8 + proficiency bonus + CON mod) to nullify it. If a creature is size Huge or larger, they cannot be pulled.
Greater Teachings
Starting at 7th level, Your weapons and tools are coated with a deadly toxin. when you hit a creature with a weapon attack. you can force the creature to make a Constitution saving throw (Save DC 8 + proficiency bonus + CON mod). taking 1d8 poison damage on a failed save. additionally, you become attuned to the weaving abilities of the arachnids. you gain the ability to cast the Snare and Web spells (spell save DC = proficiency bonus + CON mod), using only sematic components. once you cast either of these spells in this way. you cant cast them again until you finish a long rest. constitution is your casting ability for these spells.
Weave of Flesh
At 10th level, you become extremely connected to the spiders to learn from and as such evolve in a small way. choose an evolution bellow and you gain its benefits:
Arachnid Eyes
You grow additional small eyes on your forehead and gain darkvison up to 180 feet. Allowing you to see in dim light as if it was bright light, and darkness as If it was dim light. You cannot see color in darkness. Only shades of Grey. Additionally lightly obscured areas no longer impose disadvantage on Wisdom (perception) checks and you have advantage on saving throws made against being blinded.
Camoflage Skin
Your skin becomes darkened, allowing you to become near impossible to see in darkness. While in dim light or darkness, you have advantage on stealth checks.
Additionally you cannot be seen by creatures that rely on darkvision.
Venomous Touch
Your fingers can now produce a potent toxin. As an action you can coat a liquid in this toxin. Creatures who drink this liquid make make a constitution saving throw (DC = 8 + proficiency bonus + Con mod), taking 2d8 poison damage and being poisoned for 1 hour on a failure, taking half as much damage and no poison on a success.
Web Sense
You gain a climbing speed equal to your walking speed. Additionally you ignore movement restrictions caused by webbing and while in contact with a web, you know the exact locations all of other creatures in contact with the same web.
Venom Strike
Starting at 15th level, your skin becomes venomous to the touch. When a creature touches you or hits you with an attack while within 5 feet of you. you can use your reaction to have the creature take poison damage equal to your proficiency bonus + CON mod.
Exoskeleton
At 18th level, you attain the pinnacle of resilience in battle, growing an Exoskeleton which makes most strikes against you less painful. You gain resistance to Bludgeoning, Piercing, Slashing and Poison damage. Additionally, any poison damage you deal can ignore resistance and treats immunity as resistance.







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