Base Class: Fighter
Using this subclass, you gain access to the Silk Manuvers List, being able to perform various acts consuming Sike Dies.
Level 3: Silky Manuvers List
You can use your Silk Dies to perform Silky Manuvers from this list. If a Silky Maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
Plunge: You make a jump to quickly attack enemies from above. The maximum lenght of the jump is equal to half of your movement speed ( rounded up) and the maximum height is equla to 1/4 of your movement speed (rounded up). If you land within 5 ft/1,5 m of a creature you can add the number rolled on the Silk Dice to the damage of a Melee Attack you performance to that creature +1 for every 5 ft/1,5 m your jump height was.
Wind Cutter: You teleport up to 30 ft/ 10 m. If you teleport to a place withing 5 ft/1,5 m of creature you can add the number rolled on the Silk Dice to the damage of a Melee Attack you performance to that creature. Additionally, if you teleport behind the creature, you add your PB to the attack damage.
Fishing rod: You target a large or smaller creature you can see within 30 ft/ 10 m of you. The target must make a Dexterity saving throw. On a save, the target is knocked prone. On a fail, the target is dragged towards you until it is in a 5 ft/1,5 m range of you, the target is then knocked prone and you can add the number rolled on the Silky Dice to the damage of the next Melee Attack you make to that creature.
Whip: You tie the handle of your Melee Weapon in a magic yarn. The next time you attack with this weapon, it’s range will be increased by 45 ft /15 m and you can add the number rolled in the Silk Dice to the attack damage.
Needle Parry: When a creature hits you with a melee attack, you can use your reaction and spend one Silk Die to deflect the strike. Reduce the damage you take by the number rolled on the Silk Die + your Dexterity modifier. If the damage is reduced to 0, you can immediately make one melee weapon attack against the creature that attacked you.
Shild Shatter: You wrap your weapon in a glowing white thread. The next time you hit an creature with this weapon, you add the number rolled in the Silk Dice to the attack roll and the damage roll and you add your PB to the damage. This Silky Manuver can also be used as a reaction when you miss an attack.
Piercing Lunge: You lunge forward in a precise and deadly thrust. Move up to 10 ft/3 m in a straight line toward a creature. If you hit the creature, add the number rolled on your Silk Die to the damage. The target must make a Constitution saving throw. On a failed save, the creature begins Bleeding, taking damage equal to your Dexterity modifier at the start of its next turn.
Silk Step: You can move up to half your movement speed without provoking opportunity attacks. If you make a melee attack during this movement, add the Silk Die to the damage roll.
Hunter’s Trap: You place a trap within 5 ft/1,5 m of you. The trap can be placed in the floor, ceilling or walls, as it is coverd in sticky silk. The trap can be descovered by an investigation check DC 18. It is actveted when a creature that is not you nor your allies walks within a 10 ft/ 3 m radius of the trap. The creature that actveted the trap is restraind by a long glowing thread, and it makes a Strengh saving throw of 11 + the number rolled on the Silk Dice to free itself. The trap can restrain a number of creatures in a 15 ft /10 m radius of the trap equal to your PB. After the creature escapes, the traps is dismissed. You instantly know If the trap is actveted and you wake up when it actvets if you were having a short/long rest. You can choose to continue the rest when you descover what activeted the trap, doing this doesn’t disrupt the rest and you still get the benefits of it. You can have a maximum of 2 of this traps active at the same time. The trap is dismissed after finishing a long rest.
Killer’s Trap: You place a trap within 5 ft/1,5 m of you. The trap can be placed in the floor, ceiling or walls, as it is coverd in sticky silk. The trap can be descovered by an investigation check DC 18. It is actveted when a creature that is not you nor your allies walks within a 10 ft/ 3 m radius of the trap. The creature that actveted the trap takes piercing damage equal to your PB + double the number rolled on the Silk Dice. The trap deals damage to a maximum of creatures in a 15 ft /10 m radius of the trap equal to your PB. After actveted, the traps is dismissed. can have a maximum of 2 of this traps active at the same time. The trap is dismissed after finishing a long rest.
Silent Crypt: You temporary destroy part of the soul of your enemie, damaging its senses. In your next Weapon Attack, the target makes a Constitution saving throw. In a success, it takes psychic damage equal to the number rolled in your Silk Dice, and, in a fail, it takes psychic damage equal to the number rolled in your Silk Dice and cannot speak or hear and has its movement speed reduced by half. The effect ends at the end of the target’s next turn.
Spider’s Cocoon: You protect yourself in a mystic cocoon. After being target by an attack, you can use your reaction to engulf your self in a cocoon. Until the begning of your next turn, you add the number rolled on your Silk Dice to your AC
Level 3: Hide n’ Seek
You see the thread of the souls of creatures, knowing their steps and moves giving you advantage when hunting them.
- You gain proficiency in the investigation and survival skills.
- You learn the spell Hunter’s Mark. You can use this spell once per long rest using your Dexterity or Strenght as your spell casting abillity. You can then use a spell slot or a Silk Dice to use the spell again.
Level 3: Silk Crochet
You are a master in weaving the threads of the other side.
you gain 3 Silk Dices, which are d8s.
you learn 3 Silky Manuvers from the Silky Manuvers list.
You regain all Silk Dices after a short rest. After finishing a long rest, you can change the Manuvers known.
In level 7, you gain 1 more Silky Dice and learn 1 more Manuvers. In level 10, the Silk Dices become d10s. At level 15, you gain 1 more Silk Dice and you learn 2 more Manuvers. At level 18, the Silk Dices become d12s.
You also gain the abillity to create objects out of the threads of the other side. You spend 1 minute collecting silk from the astral plane. After that you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 15 ft/10 m of you. This object can be no larger than 30 ft /10 m on a side and weigh no more than 40 pounds/ 20 kg. The object is visibly magical, radiating dim light out to 5 ft/1,5 m. The object cannot cause harm to creatuers in any way.
Level 7: Windy Blade
Your moves are swift and precise. You can cut even the wind with your blade.
When you use a Silk Dice in a Weapon Attack, the attack is considered Magic for the purpose of overcoming resistances.
After defeat an enemy using a Silk Dice, you gain an extra use of Second Wind. You can use this abillity a number of times equal to your PB per long rest.
Level 10: Soul of Yarn
You learn to adapt yourself to various situations, being able to draw force from within your soul to keep figthing.
When you roll iniciative and you have no Silk Dices left, you gain 2 Silk Dices.
When you roll iniciative, you can roll an additional dice (the dice type is the same as your Silk Dice) and add it to your iniciative.
Level 15: Forced Win
Change the winds of fate to your advantage.
When you roll a Silk Dice and you get a 1 or a 2, you can reroll the dice and take the second result, even if its a 1 or a 2.
Level 18: Love in Life, Peace in Death
You now use the souls of your dead enemies to weave more power for yourself.
Defeating an enemy with a Silk Dice gives you a bônus Silk Dice (the bônus Silk Dice is a d6). You can gain a maximum of 4 bônus Silk Dice per long rest. You lose the bônus Silk Dies after finishing a long rest.
After rolling iniciative, the next Silk Dice you roll becomes a d20. (Except if it is a bonus Silk Dice)







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