Arachnissassin (5e Subclass)

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Arachnissassin[edit]

This subclass borrows and expands upon the ideas presented in the Spider Rogue subclass.

Rogue Subclass

Some say these rogues learned techniques from a mysterious spider sage. Others say they are the rare few granted Lloth's gifts. Others still say that by imbibing the spirit of the spider in an unknown rite one achieves the fearsome powers of the arachnissassin.

Spider Transformation: Spider's Webs[edit]

Starting at 3rd level, you have undergone an alteration allowing you to fire webbing from your body.

You learn one spider technique of your choice. You learn one additional spider techniques at 9th level, 2 at 13th level, and 3 at 17th level.

Webbing produced by spider techniques persists for up to an hour and can be destroyed by being attacked. The webbing has an AC of 10, 10 hit points, resistance to bludgeoning damage, immunity to poison and psychic, and vulnerability to fire.

Any webs created do not count as either material component or materials for the purpose of crafting.

Spider Transformation: Movement of the Spider[edit]

Starting at 3rd level, you have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

You can ignore the movement restrictions incurred by moving on webs.

Spider Transformation: Unseen Predator[edit]

At 9th level, while you are in darkness and in contact with your web creatures have disadvantage to see you.

While in an area of darkness and while you are in contact with your web you do not need an action to make a Stealth check.

If you would enter an area of bright light you cannot use this feature for the rest of the turn.

Spider's Venom[edit]

At 13th level, your body begins to produce a deadly toxin.

With one hour of work using a poisoner's kit and expending 100 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a 8 + Proficiency + Constitution Mod or take 4d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Death From Above[edit]

At 17th level, while attached to your web, you have advantage on your attack rolls.

Spider Techniques[edit]

Cord of the Spider King

The hit points of your webs are now equal to two times your level in Rogue.

Fate of The Brood Mother

Requirement: 13th level.

You can cast Conjure Beast once per day at 3rd level, but you are only able to pick a creature with Spider in its name.

Gift of the Arachnids

You can cast the Web spell a number of times equal to your proficiency.

Impact Web

You gain the ability to shoot a ball of web as an attack. You count as proficient with this attack and can make it using your Dexterity modifier. The attack has a range of 60/180 and deals 1d6 + DEX bludgeoning damage on a hit, restraining the target. As an action, the restrained creature can make a Strength saving throw, escaping from the webbing on a success. The effect also ends if the webbing is destroyed.


Pinning Web

Requirement: 9th level.

When you Score a critical hit with a web attack, the target is stunned instead of restrained. They still make their saves at the end of their turn instead of as an Action.

Skittering Speed

Requirement: 13th.

Your movement speed is doubled while in contact with a web.

Sturdy As Steel

Requirement: 9th level.

Your webs lose Vulnerability to fire.

Threads of the Spider Queen

As a reaction you can increase the AC of the next web you create equal to your Dexterity Modifier.

You can do this a number of times equal to your proficiency bonus.


Web Tether

You gain the ability to use a length of web to tether to an enemy as an attack. Make a ranged attack with a range of 60/180 using your DEX modifier, with which you are proficient. On a hit, the enemy is restrained and grappled, needing to make a Strength saving throw to escape. Whilst tethered in this way, an enemy may choose to attack the tether at any point between you and the enemy you are tethered to. If the webbing is destroyed, any of its effects are ended. While a creature of your size or smaller is grappled this way, you may use an action to pull the creature up to 25 feet closer to you.

Web Launch

You gain the ability to use a length of web to pull yourself towards a point as a bonus action. Using this bonus action allows you to move 60 feet in a straight line. After this bonus action, you may make attacks as normal, since your hands are free.

Webs of the Monarch

As a bonus acton you can increase the AC of a 5 x 5 web that you have already created by an amount equal to your Dex mod + your proficiency. This lasts for 1 minute. You can do this a number of times equal to your proficiency bonus.

At 13th lvl, this increases to 10 minutes.

Web Sense

Requirements: 17th lvl

While you are in contact with a web you cannot be surprised.

While you and a creature are in contact with a web they cannot be hidden from you by any means.

While you and a creature are in contact with a web they cannot gain advantage on attack rolls against you as a result of being unseen by you.


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