Rogue
Base Class: Rogue

Arcane Webs 3rd-level Webspinner feature: Due to your affinity for arcane web spinning, you gain the ability to create magical adhesive webs. As such, you gain proficiency in weaver’s tools. If you already have proficiency in weaver’s tools, your proficiency bonus is now doubled for any checks made with them. The Arcane Webs you make are nearly imperceptible and can be attached to your weapons. Each time you finish a long rest, choose several weapons in your inventory equal to half of your proficiency bonus (rounded up) and imbue these weapons with your Arcane Webs. Each time you deal damage to a creature with one of these imbued weapons, while the target is within 30 feet of you, one of your Arcane Webs is attached to your target. These Arcane Webs last until you are more than 30 feet away from an affected creature, at which point the magic holding the web to your target fades. For any Webspinner features that require a saving throw, your Webspinner save DC is equal to 8 + your Intelligence Modifier + your proficiency bonus if Arcane Web attaches to an object, the web functions as a rope up to 30 ft. You can use your cunning action to yank the thread back to your hand. If the object it is attached to weighs 5 lbs or less, it is pulled to your hand as well. You Learn spell Spider Climb.

Thread Manipulation 3rd-level Webspinner feature: Not only can you spread these webs, but you also learn to control creatures that are stuck to your webs. While a creature has one of your Arcane Webs attached to it, you can manipulate it in the following ways:

● Each time a creature attached to one of your Arcane Webs attempts to move to a space that is more than 30 feet away from you, you can choose to force the creature to make a Strength saving throw against your Webspinner save DC. On a failed save, the creature cannot move more than 30 feet away from you during this turn. On a success, the web does not restrict the creature’s movement. 

● When a creature attached to one of your Arcane Webs targets you with a weapon attack, the attack is made at disadvantage

● As a bonus action, you can force a Large or smaller creature that is attached to one of your Arcane Webs to make a Strength saving throw against your Webspinner save DC. On a failed save, the creature becomes restrained until the start of your next turn. A creature restrained by one of your Arcane Webs can use their action to repeat the Strength saving throw, ending the restrained condition on a success. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 

● As a bonus action, Pull a (Webbed) Target Toward you (5ft). The target must make a 10 str save. You cannot attack after this until the end of the turn.

● You have sticky fingers when you make a thrown weapon attack with an imbued weapon; using a reaction, that weapon returns to your hand immediately after the attack, regardless of a hit or miss. If you do not use this immediately after an attack or on later turns, use a bonus action. You can use your webs to climb as a bonus action. As a Bonus Action, you can retrieve a small or tiny unattended object that is within an unobstructed line of effect within 30' of you

● Webs are susceptible to fire and acid.

Walking Webs 9th-level Webspinner feature: Your body has become partially imbued with your magical webs. As such, you gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Your walking speed doubles. You can now swing on your webs.

WovenTrap 9th-level Webspinner feature; You can now create a Woven Trap to ensnare your enemies. You gain the ability to cast the web spell using Intelligence as your spellcasting ability modifier. When you cast the spell in this way, it doesn’t require any verbal, somatic, or material components, and the casting time of this spell becomes a bonus action instead of an action. You cannot be affected by your Woven Traps, meaning you may freely move through the area of the spell without expending extra movement or making saving throws against becoming restrained. You can cast this spell in this way a number of times equal to half your proficiency bonus (rounded down), regaining all expended uses of it when you finish a long rest.

Gain a Feat of Boon of your choosing 

SILK OF STEEL 9th-level Webspinner feature: Your webs can no longer be destroyed by fire damage, If you are multiclass unlock at level 5.

 

Lacerating Silk 13th-level Webspinner; feature: The webs you weave have become as sharp as blades. At the start of your turns, each creature of your choice—either attached to one of your Arcane Webs or within the area of your Woven Trap—will take magical slashing damage equal to double your Intelligence modifier. A restrained creature takes twice as much damage. The size limit of restraining increases to huge.

Barbed Bloodlust 17th-level Webspinner: feature Your Lacerating Silk is filled with your lethal intent, gaining power each time you seek to kill. Each time you deal Sneak Attack damage to a creature, your Lacerating Silk feature will activate again, even if it has already activated this turn. If you are multiclassing, this is unlocked at level 13, but takes 5 hitpoints to activate

Level 3: Arcane Webs

Arcane Webs 3rd-level Webspinner feature: Due to your affinity for arcane web spinning, you gain the ability to create magical adhesive webs. As such, you gain proficiency in weaver’s tools. If you already have proficiency in weaver’s tools, your proficiency bonus is now doubled for any checks made with them. The Arcane Webs you make are nearly imperceptible and can be attached to your weapons. Each time you finish a long rest, choose several weapons in your inventory equal to half of your proficiency bonus (rounded up) and imbue these weapons with your Arcane Webs. Each time you deal damage to a creature with one of these imbued weapons, while the target is within 30 feet of you, one of your Arcane Webs is attached to your target. These Arcane Webs last until you are more than 30 feet away from an affected creature, at which point the magic holding the web to your target fades. For any Webspinner features that require a saving throw, your Webspinner save DC is equal to 8 + your Intelligence Modifier + your proficiency bonus Webspinner save DC is equal to 8 + your Intelligence Modifier + your proficiency bonus You Learn spell Spider Climb.

Level 3: Thread Manipulation

Thread Manipulation 3rd-level Webspinner feature: Not only can you spread these webs, but you also learn to control creatures that are stuck to your webs. While a creature has one of your Arcane Webs attached to it, you can manipulate it in the following ways:

● Each time a creature attached to one of your Arcane Webs attempts to move to a space that is more than 30 feet away from you, you can choose to force the creature to make a Strength saving throw against your Webspinner save DC. On a failed save, the creature cannot move more than 30 feet away from you during this turn. On a success, the web does not restrict the creature’s movement. 

● When a creature attached to one of your Arcane Webs targets you with a weapon attack, the attack is made at disadvantage

● As a bonus action, you can force a Large or smaller creature that is attached to one of your Arcane Webs to make a Strength saving throw against your Webspinner save DC. On a failed save, the creature becomes restrained until the start of your next turn. A creature restrained by one of your Arcane Webs can use their action to repeat the Strength saving throw, ending the restrained condition on a success. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 

● As a bonus action, Pull a (Webbed) Target Toward you (5ft). The target must make a 10 str save. You cannot attack after this until the end of the turn.

● You have sticky fingers when you make a thrown weapon attack with an imbued weapon; using a reaction, that weapon returns to your hand immediately after the attack, regardless of a hit or miss. If you do not use this immediately after an attack or on later turns, use a bonus action. You can use your webs to climb as a bonus action. As a Bonus Action, you can retrieve a small or tiny unattended object that is within an unobstructed line of effect within 30' of you

● Webs are susceptible to fire and acid.

Level 9: Walking Webs

Walking Webs 9th-level Webspinner feature: Your body has become partially imbued with your magical webs. As such, you gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Your walking speed doubles. You can now swing on your webs. Gain a Feat of Boon of your choosing 

Level 9: WovenTrap

WovenTrap 9th-level Webspinner feature: You can now create a Woven Trap to ensnare your enemies. You gain the ability to cast the web spell using Intelligence as your spellcasting ability modifier. When you cast the spell in this way, it doesn’t require any verbal, somatic, or material components, and the casting time of this spell becomes a bonus action instead of an action. You cannot be affected by your Woven Traps, meaning you may freely move through the area of the spell without expending extra movement or making saving throws against becoming restrained. You can cast this spell in this way a number of times equal to half your proficiency bonus (rounded down), regaining all expended uses of it when you finish a long rest.

Level 13: Lacerating Silk

Lacerating Silk 13th-level Webspinner feature: The webs you weave have become as sharp as blades. At the start of your turns, each creature of your choice—either attached to one of your Arcane Webs or within the area of your Woven Trap—will take magical slashing damage equal to double your Intelligence modifier. A restrained creature takes twice as much damage. The size limit of restraining increases to huge.

Level 17: Barbed Bloodlust

Barbed Bloodlust 17th-level Webspinner: feature Your Lacerating Silk is filled with your lethal intent, gaining power each time you seek to kill. Each time you deal Sneak Attack damage to a creature, your Lacerating Silk feature will activate again, even if it has already activated this turn. If you are multiclassing, this is unlocked at level 13, but takes 5 hitpoints to activate

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