Fighter
Base Class: Fighter

The Silk Strider

The Silk Strider Fighter subclass is a nimble and agile combatant, embodying the essence of grace and versatility. With the ability to shoot web lines, crawl walls, and deliver acrobatic strikes, the Spider's Stride excels in both close combat and mobility. This subclass is ideal for those who seek to combine martial prowess with a graceful and agile approach to combat

As a Silk Strider Fighter, you've honed your body as your primary weapon, eschewing traditional armaments. You gain proficiency in unarmed strikes, allowing you to use your fists and feet effectively in combat. Your unarmed strikes deal damage as specified in the Monk class table, scaling with your Fighter level. But you are no longer proficient in any other weapon.

 

Web Slinger

At Level 3, you begin your path as a Silk Strider. You gain the following abilities:

(Passive) Strong As Silk/ Silk Fist:
You feel the strength of the arachnids and your reflexes are honed to perfection. You gain advantage on Dexterity saving throws to avoid area effects. You're no longer proficient with any weapon besides unarmed attacks now called Silk Fist. After level 3, you also now gain one action strictly for Silk based abilities.

(Action) Web Shot:
You can use your action and bonus action to shoot a web line at a target within 60 feet. If it hits, the target takes no damage but must pass a DEX save of 8 + your proficiency + WIS/INT modifier or becomes restrained until the start of your next turn. This also functions as a grappling hook.

(Bonus Action) Wall Crawl:
You can use your bonus action to move across vertical surfaces, including walls and ceilings, at your full movement speed. This ability lasts 2 turns

Arachnid Acrobatics

At the 7th level, your unarmored Armor Class is increased by 2. And you gain the following abilities.

(Passive) Nimble Strider:
Using your webbing for movement gives disadvantage to opportunity attacks against you and allows you to cross gaps and obstacles nearly effortlessly.

(Action) Aerial Assault:
You can use your action to make an acrobatic leap and perform a powerful melee attack. If it hits, the target takes additional damage equal to your Fighter level. This attack can be used once per 2 turns.

(Bonus Action) Web Zip:
You may now shoot 2 webs using 1 action. You may also launch yourself by attaching webs to two points in a room and sling-shotting. This doubles your movement speed. If you land 5ft within an enemy, this functions as a basic attack, while also knocking your enemy back 5ft. Shooting both webs in one shot with Web-Shot gives you a +2 on your save DC.

Web Warrior

At 10th level you gain the following abilities:

(Passive) Slippery Slinger:
You become a master of evasion. You gain a +5 bonus to your AC against opportunity attacks.

(Action) Silk Fury:
Roll to hit. If you hit, roll 1d6. This determines the amount of attack that will land in a flurry of kicks and punches. For every attack roll 1d4. Add your DEX/STR modifier to the total number. At level 15, roll 2d6 for the amount of attacks and 3d4 at level 18

(Bonus Action) Arachnid Awareness:
This bonus action functions mostly as a dodge, giving enemies disadvantage on opportunity attacks, but also allows you to counter attack if an enemy misses. You may counter any amount of attacks, but none of your counters add a modifier.

(Reaction) Quick Recovery:
If you are grappled or restrained this triggers a reaction. You can use your bonus action to end any restrained or grappled conditions affecting you. This ability can be used once per short or long rest.

Strider's Prowess

At 15th level you gain the following abilities:

(Passive) Webbed Resilience:
Your encounters with danger have bolstered your resilience. You gain resistance to poison and can't be paralyzed or restrained by non-magical effects or creatures. This resistance extends to poison damage and any attempts to immobilize you through mundane means.

(Action) Kick-Off
While in combat, you may occupy an enemy space by leaping on them. When you kick off, the enemy must pass an 8 + your proficiency + DEX modifier, if they don't, they are moved 5 feet in the opposite direction of your Kick-Off. You also launch yourself either onto another enemy, or 10 ft away. This spends none of your movement speed, but may still provoke an opportunity attack.

(Bonus Action) Zip Attack
You can use your bonus action to zip at an enemy up to 20 ft away. Roll to hit. If you hit, this attack deals an addition 1d8 damage.

String Fury

At 18th level, you gain the following abilities: 

(Passive) Master Acrobat
You become nearly untouchable. You may attempt to dodge any attack, including spells, effects, and physical, by rolling a Dexterity saving throw matching the Roll to Hit against you. If used with Web Dash, you gain advantage on this dodge attempt.

(Action) Venom Strike
You can use your action to deliver a powerful melee attack with your web-infused fists. On a hit, the target takes an additional 4d12 lightning damage. This attack can be used once per round.

(Bonus Action) Web Dash:
You can use your bonus action to move with incredible speed. You can move up to double your full movement speed without provoking opportunity attacks. This ability can be used once per short or long rest.

Silk Strider Image

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