Base Class: Rogue
Whether it was learned from a strange book you found in an old building or from a master of the craft, you are trained in the ability and tricks of the Weavers from the dark realm of Deepnest. Such abilities allow you to excel at traversing ground at high speeds and utilizing silk in unique ways.
Agile Stance
Starting at 3rd level, due to your specialist training your jump height is tripled as if under the effects of the spell Jump. Additionally, your movement speed increases by 10ft. and creatures have disadvantage on opportunity attacks against you.
Silken Maneuvers
At level 6, you have learned how to properly use silk in strategic situations and therefore gain the following benefit: As a bonus action, you can attempt to grab an item within 40 feet of you with your silk. The item cannot be worn or carried by a creature unwilling to hand it over. You make an attack roll using your Dexterity modifier plus your proficiency bonus against a DC equal to the items weight seen on the Silken Maneuvers Table. Upon success, you grab the object with a strand of silk and reel it into your grasp. You do not need to roll if you are trying to grab an object that was intentionally thrown by you this turn.
Silken Maneuver Item DC
Weight DC
>1 lbs. 5
1-5 lbs. 10
6-20 lbs. 15
21-50 lbs. 20
51-100 lbs. 25
100+ lbs. 30
Silk Storm
At 9th level, you can use an action to whirl in a tight circle, a silk barrier forming around you. This ten foot diameter sphere around you deals 2d8 slashing damage to all enemies within the sphere radius. They must make a DC 8 + your Dexterity modifier + your Proficiency bonus Strength saving throw or be pushed backwards five feet and take an additional 1d8 slashing damage. This feature can be used a number of times equal to your Dexterity modifier (minimum of one) and regain all uses after a long rest.
Spike Mines
Beginning at 13th level, you have the ability to produce and carry portable traps out of silk and sharp material you find in your environment. The spiked mine can be deployed on any surface, comprising of a 5 foot square. It deals damage to any creature that enters the area or ends it's turn in the area. A creature can take this damage only once per turn. If an enemy enters the spiked field, or ends their turn in it, they must make a DC 8 + your Wisdom Modifier + your proficiency Dexterity saving throw. On a failure it deals 4d6 piercing damage. Additionally if undetected, they deal an extra amount of piercing damage equal to your Sneak Attack damage. On a success they take half as much damage. You can carry an amount of mines equal to your Wisdom modifier (minimum of one). A mine takes 10 minutes to make.
Cocoon
Starting at 17th level, upon reaching zero hit points, you are encased in a cocoon of silk, protecting you from outside forces forces temporarily as well as keeping you protected at zero hit points. The cocoon itself has hit points equal to three times your rogue level and lasts until you are stabilized, healed, or until it gets destroyed. An ally can open it with an action if they wish to administer any healing item. Additionally a healing spell can still target you within the cocoon without needing to open it. You can do this once per long rest.
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