Rogue
Base Class: Rogue

Not all snares are made of rope and iron. Some are spun from whispers, temptation, and silken deceit. Rogues who join the Weavers of Moonlit Thread become true artists, weaving not just to show who they are, but to ensnare both the body and mind of anyone who tries to break their growing web. Inspired by the tragic story of Arachne, whose unmatched weaving challenged the gods and the Fates, these rogues see the world as a tapestry. Every life is a thread to be plucked, knotted, or cut by hands that can be gentle or cruel. As Weavers, they plant hidden strands of influence in both battle and conversation, setting traps in the physical world and the mind.

Their attacks are careful and measured, bringing pain slowly because a Weaver never rushes. They build their web over time, letting fear and confusion wear down their target. Whether they follow someone through dark alleys or mingle with them in a busy ballroom, one thing is always true: once someone is caught in a Weaver’s web, there is no escape, only the slow pull of tangled threads entrapping them.

Gentle Guise of a Weaver

When you choose this archetype at 3rd level, your fingers become as precise and practiced as those of a master artisan. You gain expertise in Weaver’s Tools, doubling your proficiency bonus for any ability check you make with them. In addition, your skill with weaving allows you to create fine goods—garments, tapestries, nets, or other woven items—that can be sold for profit during downtime. Provided you have access to the necessary materials, you can craft items worth up to 10 gp per day of work. If the materials are of exceptional quality (GM’s discretion), you can instead produce items worth up to 25 gp per day. In either case, the value of the goods is reduced by the cost of materials.

Also, have advantage in Charisma (Persuasion) checks to sell your creations to those who haven't purchased from you before, and you can use your guise as a weaver to gain entry into social circles to discover information about the locals, nobles, merchants, etc.

Sensory Labyrinth

At 3rd level, if you deal Sneak Attack damage, you may reduce it by 1d6 to force the target creature to make a saving throw (Constitution DC = 8 + your proficiency bonus + your Dexterity modifier). Upon failure, you apply Torture to it, lasting for 2 turns. Creature(s) with Torture take damage equal to half your Sneak Attack dice (rounded down) at the start of their turns, and if Torture triggers outside their turn, all other effects that cause damage at the start of their turn(s) simultaneously do damage with Torture. You can extend the duration of Torture on a creature by 1 turn by dealing Sneak Attack to it and reducing it by 1d6 (to a max of 2 turns). Lesser Restoration or similar effects can end Torture early. The damage type of Torture is 1 of the following when you pick this subclass.
  • Threads of Pain (Reaction). If an ally you can see damages creature(s) with Torture with an attack or spell, you can make a weapon attack against one of those targets with Torture. On hit, the weapon does damage equal to your ability modifier for it (min of 0 damage), and Torture immediately triggers, dealing damage. At 9th level, if a creature with Torture uses its reaction and hits a creature via Puppeteering of the Spirit, you can use this reaction against that same target.
Acid

The damage type is Acid.

Fire

The damage type is Fire.

Lightning

The damage type is Lightning.

Necrotic

The damage type is Necrotic.

Poison

The damage type is Poison.

Puppeteering of the Spirit

At 9th level, when you take Cunning Action but not before performing the designated action, you may first attempt to seize limited control of one creature with Torture inflicted by you. That creature makes a Charisma saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On failure, it uses its reaction (if available) to move up to half its speed towards the nearest creature of your choice and makes a melee weapon attack or unarmed strike against it. Creatures that have advantage against, or immunity to the Charmed condition also benefit from that advantage or immunity against this effect. You can’t use this feature against creatures who aren’t on the same plane of existence.

Patience. At the start of combat, you gain 2 uses of Patience, regaining 1 use at the end of your turns. When attempting to use Threads of Pain, you may spend 1 Patience instead of your reaction. Optionally, you may spend 1 Patience to force the target of Threads of Pain to make a Constitution saving throw (Same DC as your Sensory Labyrinth). On failure, you apply Torture to it, but doesn’t trigger from this reaction.

Ligature of Da Capo: Fragility of Body

At 13th level, Torture can now only be removed by Greater Restoration, its damage treats immunity as resistance, and its initial and max durations increases to 3 turns. Each time a creature takes damage from Torture, you may force it to repeat the saving throw against your Sensory Labyrinth. Upon failure, it receives 1 stack of Erode, lasting for the duration of Torture. Only one creature can have Erode at a time, stacking up to 3 times (new stacks require saving throws). Each stack reduces a creature’s AC by 1 (up to -3) and deals 1d4 damage at the start of its turn (up to 3d4). The damage type of Erode is the same as Torture, and also treats immunity as resistance

Cord of Fortissimo: Twilight Trill

At 17th level, while you aren’t unconscious or incapacitated, hostile creatures (except Constructs) that don't benefit from total cover within a 40-foot Emanation centered on you has a –2 penalty to saving throws for each effect causing damage at the start of their turns, to a maximum of a –6 penalty. Also, you gain the following action:
Caressing Moonlight. When you hit a creature with Torture during your turn, you can trigger it to immediately do damage this turn, provided you haven't used your Sneak Attack. When Torture triggers this way, it does damage equal to your full Sneak Attack to the target, and if there are other creature(s) within 5 feet of the main target, choose up to your Intelligence modifier (minimum 1). All effects on those creature(s) that cause damage at the start of their turns immediately trigger their damage. This uses your Sneak Attack for the turn, and you can do this 2 times before a long rest.

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