Base Class: Rogue
a rogue subclass that specializes in thievery, piracy, and assassination.
a Arachnoid Pirate is the epitome of a rogue. an Arachnoid Pirate's spider abilities make them better at thievery, piracy, and assasination. but a life-changing event, such as being literally rebirthed or resurrected by a drider or being bitten by a dangerously transmuted arachnid, has imbued you with the abilities of a spider. and this arachnid humanoid transformation has left you physically unchanged except you can now produce deadly poison and ropes of silken web from your palms, and even scale walls with your fingertips.
Pirate Assassin
Uncanny Dodge. As a reaction, when an attacker you can see hits you with an attack, you halve the attack’s damage against you.
Cunning. If you are grappled with nonmagical restraints, as a reaction, you can choose to automatically escape those nonmagical restraints at any time and then move up to your speed without provoking opportunity attacks.
Assassinate. During your first turn, as a reaction, you have advantage on attack rolls against any creature that hasn't taken a turn. Any hit you score against a surprised creature is a critical hit.
Evasion. As a reaction, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Sea Legs. You have advantage on ability checks and saving throws to resist being knocked Prone.
Amphibious Ultra. you can breathe air and any liquid. you can swim or stand in any liquid without suffering any bad effects from swimming or standing in that liquid.
Fast Attacker. you can do two attacks per action you use.
Sleight of Hand. as a reaction, you have triple advantage when you make a Dexterity (Sleight of hand) check to pick a lock or disarm a trap with thieves tools or to pick a pocket.
Bonus Thief Bag. when you take this subclass, you get a free Bag Of Holding item.
Basic Spider traits
Tough Skin. your armor class, minus the armor class benefit of any shield or chakram, is (14 + your dexterity modifier).
Infinite ammo. any ranged weapon you have equipped automatically creates its own ammo when you attack something with it. also, any weapon you equip that has the thrown property, returns to your hand immediately after you use it to make a ranged attack roll.
Ballistic Shield. if you have a shield or chakram in one of your hands, when a creature that succeeds in their hit rolls against you, that creature has to roll a 1d20 to see if the damage that creature does is not nullified by your shield. if the creature rolls a 12 or higher on that 1d20 roll, your shield does not nullify the attack but if the creature rolls a 11 or lower on that 1d20 roll, your shield does nullify the attack. also, ranged attacks against you, have disadvantage in hit rolls and attack rolls while you have a shield equipped and in one of your hands.
Stronger Over Time. any weapon's damage die roll (minus the ability modifier) is increased at certain levels, at level 5, double the base roll, at level 11, triple the base roll, at level 17, quadruple the base roll.
Jumper. You can determine your jump distance using your dexterity rather than your Strength.
Super Sneaky Strike. When you deal Sneak Attack damage to a creature, you can choose for the Sneak Attack to deal d8s of damage instead of d6s of the same type dealt by the weapon.
Natural Web Creation. You can magically produce sticky, silken spider webs from your hands as a Action or bonus action. This web dissolves after 24 hours. You have these abilities:
Pull Yourself. You project a line of web at a point you can see within 60 feet, pulling yourself to that point in a straight line without provoking opportunity attacks. You can also use this benefit as a Reaction, when you fall to pull yourself up to 60 feet in any direction.
Manipulate Objects. You can use a line of web to manipulate an object within 60 feet from you. For example, you can pull an object to your hand, close a door, or snatch a medium or smaller object. this can be used with the Robbery spell.
Web Swing. You can use your walking speed to swing through an area like Disney's Spiderman (just like when Spiderman is moving through new york city using the web ropes he can shoot from his palms in order for him to swing through new your city.).
Shoot Rope web. as an action or a reaction, you can shoot a 60-foot-long rope of web to a point you choose and that web rope is strong enough to anchor it to that point you chose.
Web Tent. as a action and for 1 hour, you can create a tent made out of spider webbing that protects you and your party members from the weather. this tent is soft inside enough to sleep good at night. the tent can comfortably have the whole party in it. the tent is as magic and elemental resistant as a tent. you and any of your party members that have web sense will be alerted to creatures getting close to the web tent, and thus they will have advantage on initiative rolls while in the tent. also you and your party members can easily walk around the inside of the tent without getting stuck to the webbing of the tent.
Web Sense. While in contact with a web or a web tent, the spider knows the exact location of any other creature in contact with the same web.
Web Parachute. When you fall, you descend at a rate of 60 feet per round and you take no falling damage.
Web Walker. You automatically ignore movement restrictions caused by webbing.
Reel. you pull a creature, that you or your party members have grappled or restrained by using webbing, up to (a number of feet equal to your walking speed).
extra weapons you have
A Drider's Dual Chakrams. this weapon comes in a pair of chakrams and therefore is two handed since you hold a chakram in each hand. the hit roll of this weapon is (1d20 + your dexterity ability modifier + your proficiency bonus). these weapons as melee weapons or as thrown weapons do (2d6 + your dexterity ability modifier) slashing damage or (2d6 + your dexterity ability modifier) poison damage or (2d6 + your dexterity ability modifier) acid damage or (2d6 + your dexterity ability modifier) necrotic damage or (2d6 + your dexterity ability modifier) psychic damage. these weapons have a thrown range of 120 feet. these weapons have a melee range of up to 5 feet. Mastery property of this weapon: If you hit a creature with this weapon and deal damage to the creature, you have advantage on your next attack roll against that creature before the end of your next turn.
A Pirate's Dual Scimitars. this weapon comes in a pair of scimitars and therefore is two handed since you hold a scimitar in each hand. the hit roll of this weapon is (1d20 + your dexterity ability modifier + your proficiency bonus). these weapons as melee weapons or as thrown weapons do (2d6 + your dexterity ability modifier) slashing damage or (2d6 + your dexterity ability modifier) poison damage or (2d6 + your dexterity ability modifier) acid damage or (2d6 + your dexterity ability modifier) necrotic damage or (2d6 + your dexterity ability modifier) psychic damage. these weapons have a thrown range of 90 feet. these weapons have a melee range of up to 15 feet. Mastery property of this weapon: If you hit a creature with this weapon and deal damage to the creature, you have advantage on your next attack roll against that creature before the end of your next turn.
Shield Like Weapons. your A Drider's Dual Chakrams also act as shields not just weapons and they give you a passive bonus armor class of +2 at character level 1 to character level 10, then at level 11 to character level 16, the bonus armor class is +3, and at character level 17 and character levels above character level 17, the bonus armor class is +4. because of this passive armor class that is always applied to you, manually subtract any equipped shield's given bonus to your armor class.
Wall Crawling
Climber. You gain a Climb Speed equal to your Speed.
Hiding on Ceilings. If you are on a ceiling, you are invisible as long as any enemy that could see you is below you.
Spider Climb. You can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.
Use Magic Device and Spider Sense
Attunement. You can attune to up to four magic items at once.
Charges. whenever you use a magic item property that expends charges, roll 1d6. On a roll of 4 to 6, you use the property without expending the charges.
Scrolls. You can use any spell scroll, using dexterity as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level) using your dexterity ability modifier instead of your intelligence ability modifier. On a successful check, you cast the spell from the scroll. On a failed check, nothing happens but when using the spell scroll in combat, you also can't use the spell scroll until your next turn in combat.
Spider Sense. When you make a saving throw and take damage, you can take a Reaction to use your Uncanny Dodge, halving the damage you take (round down).
Expert Assassin and Paralyze
Expert Assassin. Whenever you hit a target with a weapon, the hit is automatically a critical hit.
Paralyze. Whenever you deal poison damage or acid damage to a target, that target must succeed on a dexterity saving throw that is DC (8 + your dexterity ability modifier + your proficiency bonus) or it gets the paralyze condition until the end of your next turn.
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