Rogue
Base Class: Rogue

Trained by a secret society that extends throughout the kingdoms of Solasta. Darkweavers have developed techniques to exploit darkness and strike fear into their enemies and have mastered the arts of crafting and using poison. 

They are mostly known for their uncanny climbing ability and their skilled use of the advantage of height. Firing arrows from above, they can strike down their targets with brutal efficiency that ground-based archers cannot match. They can also drop onto unsuspecting targets with lethal effects. Moving unseen in the darkness or waiting in a shadowed corner of the ceiling, the venomous Darkweaver is evasive and deadly.

Spider's Blessing

starting at 3rd level you gain proficiency with the poisoners kit and you can use the bonus action granted by your cunning action to apply poison to your weapon or ammunition. Whenever you use a poison you can choose to substitute its DC with your poison  DC equal to 8 + your proficiency bonus + int modifier

Additionally you gain a climbing speed equal to your walking speed

Hanging Predator

Starting at the 3rd level you gain an additional way to use your Sneak Attack: you don't need an advantage on your attack roll to use Sneak Attack against a creature if it is at a lower elevation than you and you don't have a disadvantage on the roll. All other Sneak Attack rules still apply to you.

Web Crawler

Starting at 9th level, moving through difficult terrain costs no extra movement. You also have advantage on saving throws against spells and effects that would make you restrained or paralysed.

Additionally, attacks you make and poisons you use ignore resistance to poison damage.  If a creature is immune to a poison damage, poison you deal against it is halved instead of negated

Venomous Bite

Starting at 13th level you can infuse a weapon with magical poison through an hour-long process using a poisoners kit. The weapon uses its infusion if you die or you infuse a different weapon.

When you deal Sneak Attack damage with your infused weapon your target must roll a Con saving throw against your Poison DC, taking 2d6 + your Int modifier in poison damage on a failed save, or half as much on a successful one. After a failed save, a target is also poisoned until after the end of your next turn.

Additionally, you can now inflict the poison condition on creatures that are immune to it. 

Ravaging Toxicity

Starting at 17th level, when you hit a creature that is poisoned with a weapon attack you can double the damage of that attack against the creature.

You can use this feature a number of times to your Int modifier (minimum of once) and you regain all expended uses when you finish a long rest

Comments

Posts Quoted:
Reply
Clear All Quotes