Nano Spider (5e Class)
From D&D Wiki
- 1 Nano Spider
- 1.1 Background
- 1.2 Creating a Nano spider
- 1.3 Class Features
- 1.3.1 Table: The Nano Spider
- 1.3.2 Webs
- 1.3.3 Spider Climb
- 1.3.4 Martial Arts
- 1.3.5 Unarmored Defense
- 1.3.6 Nano Sense
- 1.3.7 Nano Archetype
- 1.3.8 Ability Score Increase
- 1.3.9 Extra Attack
- 1.3.10 Nano Pounce
- 1.3.11 Sturdy Web
- 1.3.12 Spider Hunter
- 1.3.13 Evasion
- 1.3.14 Unbreakable Web
- 1.3.15 Maximum Web
- 1.4 Web Recovery
- 2 Nano Archetype
The Nano Spider is the combination of a mad Artificer and a deranged spider Wizard who had a crazy idea of making an army of humanoid spiders by experimenting on said humanoids.After decades of failed experimenting they finally produced one fully functional Nano Spider.But with your determination and new found powers you escaped and now with no where to go you lead a life of adventure to gain strength and stop your former captors.
Creating a Nano spider
|The world is a dark place and I will do all I can to stop this darkness.|
- Quick Build
As a Nano Spider you gain the following class features.
- Hit Points
Weapons: Simple weapons
Saving Throws: Wisdom, Dexterity
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger or (b) a short sword or (c) an explorer's pack
- (a) a staff or (b) 10 darts or (c) an adventurer's pack
|Features||Web Points||Martial Arts|
|1st||+2||Webs, Spider Climb, Martial Arts||2||d4|
|3rd||+2||Nano Archetype,Nano Sense||4||d4|
|4th||+2||Ability Score Improvement||4||d4|
|6th||+3||Nano Archetype Feature||6||d6|
|7th||+3||Nano Pounce,Sturdy web||8||d6|
|8th||+3||Ability Score Improvement||8||d6|
|10th||+4||Nano Sense improvement,Nano Archetype Feature||10||d6|
|12th||+4||Ability Score Improvement||12||d8|
|14th||+5||Nano Sense improvement,Nano Archetype feature||14||d8|
|16th||+5||Ability Score Improvement||16||d8|
|18th||+6||Nano Archetype feature||18||d10|
|19th||+6||Ability Score Improvement||20||d10|
|20th||+6||Web Recovery||20 + Wisdom modifier||d10|
At 1st level, as a spider you are have the power to spin webs. Your access to your spider powers is represented by a number of web points, which you can spend to fuel various nano spider features. When you spend a web point, it is unavailable until you finish a short or long rest.
Some of your nano spider features require your target to make a saving throw to resist the feature's effects. In this case, the DC is calculated as 8 + your proficiency bonus + your Wisdom modifier. The webs have a durability of 20 hit points and are vulnerable to fire damage.
- Web swing
Provided there is terrain for you to swing on, you can spend 1 web point to move up to 60 feet in any direction, including vertically, by swinging yourself to to the new point. Doing so counts as your movement on this turn.
As an action you can spend 1 web point to attempt to ensnare a creature no larger than Large size within 50 feet of you. The creature must succeed Dexterity saving throw or become restrained until broken free, and at the end of each of it's turns the target may make a Strength check, ending the effect on a success. Additionally, you can spend 2 web points instead of 1 to attempt to ensnare two creatures that are within 5 feet of each other.
- Spider Web
As an action you can use 1 web point to make a giant spider web at a point of your choice within 50 feet of you. The webs fill a 20-foot cube and stay there for 1 day. They can support you and one other medium sized creature. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as wall or trees or across a floor, wall, or ceiling, the conjured web collapses on itself, and the webs disappear at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
You have the ability to climb up walls like a spider. At 1st level, you can climb up and across any surface without needing to make an ability check.
At 1st level your strikes deal more power thanks to your spider lineage. Use the table to determine how much damage you deal. You gain the following benefits while you are unarmed or you aren’t wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain Nano Spider levels, as shown in the Martial Arts column of the Nano Spider table. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Once you reach 2nd level, the nano energy and the training in battle have make your body more defensive. Your defense is 10 + your Dexterity modifier + your Wisdom modifier.
Once you reach 3rd level, you develop a nano energy-based sense which keeps you from danger. You gain the following benefits:
- You can’t be surprised while you are conscious.
- You gain a +5 bonus to initiative.
At 10th level, other creatures don't gain advantage on attack rolls as a result of being unseen by you.
At 14th level, you know the presence of creatures that are invisible and even stealthy. You gain Blindsense to a creature within 15ft around you.
At 3rd level you get to choose a Nano archetype. There are two archetype to choose from the Symbiotie,a stealthy ooze whi can turn its body into weapons and whose strength knows no bounds.The Nano Evolution grants you new powers to your innate technology allowing you to grow more powerful. Both Archetypes are detailed at the end of the class. Your Archetype grants you features at 3rd, 6th, 10th, 14th and 18th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 7th level, you gain the ability to emulate a spider's tactic of pouncing on enemies. You have advantage on attack rolls against creatures you are hidden from and whenever you hit a creature no larger than huge with such an attack, the creature must succeed on a Strength saving throw or be knocked prone.
Once you reach 7th level, your experience with using your webs has made them stronger. Your webs now have 40 hit points and are no longer vulnerable to fire damage.
Once you reach 9th level, the nano spider in you makes you into a fierce hunter. You add your proficiency bonus to Stealth checks. If you are already proficient in Stealth, you add double your proficiency bonus to Stealth checks instead. Additionally, while you are hidden you can add your Dexterity modifier to your attack and damage rolls.
Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When 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.
At 14th level, your webs grow even stronger, becoming practically invulnerable to harm. Your webs now have 90 hit points and resistance to fire damage. Creatures who are ensnared by your webs have disadvantage on ability checks to break free.
At 17th level your webbing skills allow you to do amazing feats.As an action and 6 web points you leap in the air and shoot webs in many directions creatures within 30 feet around you of you must succeed a Dexterity saving throw or become ensnared,creatures do not benefit from Evasion with this saving throw,huge and larger creatures are immune to Maximum Web.
Once your reach 20th level, the Nano technology in you can never allow you to be without webs. When you roll for initiative you can take a -10 on the roll to gain 10 web points. You can use this feature once in between long rests.
Nano Technology is strange in this world. In fact all technology is, but how will you evolve? Will you choose the path of the Symbiotie or dig deep into the roots of Nano to bring forth your true nature.
The Nano Symbiote is capable of turning into different Weapons being strong enough to lift massive rubble and limbs stretch vast distances.
- Bodily Weapons
At 3rd level, you choose 3 different melee weapons of your choice they gain the finesse property as long as it does not have the two handed property,you are proficient in all bodily weapons you create.
- Symbiote Strength
At 6th level, your body gets a boost in physical power. The weight you can pull, drag and lift quadruples
- Expanded Tendrils
At 10th level, you sprout four tendrils they can hold up to one fourth your carrying capacity, your attack range 15 feet. In addition you gain advantage on grapple checks.
- Deadly Toxins
At 14th level, as an action and 3 web points you can touch a creature. The creature must succeed a Constitution saving throw on a failure they take 5d10 poison damage and become poisoned, on a success the creature takes half the damage and is not poisoned.
At 18th level your symbiote becomes an ooze like substance,you can squeeze in to an space as long as it is one inch wide.Also when you succeed on a grapple check on a creature your body sticks to them like a pair of clothing you gain access to their memories and abilities and they become a Host. When attached to a Host they gain access to your Nano Spider features and each time they use a Nano Spider feature they must succeed a Wisdom saving throw or lose control of their body. When attached to a host for a day you gain one trait of your choice. Multiattack, claws, shortbow, etc. cannot be gained, however traits such as a wolf’s pack tactics, may be gained.You can only have one trait active at a time and the maximum number of traits you can have is equal to your proficiency bonus,at the end of a long rest you can switch out other traits you have learned for new ones.Lastly you can detach yourself from a Host at any time as an action.
Your technology becomes even more advanced giving you awesome powers. Your webs become even stronger as do you and you can unleash a massive jolt of lighting at will.
At 3rd level your nanos can form into stingers. As a bonus action you may deal 1d4 piercing damage to a target within your melee range. The damage increases to 2d4 at 6th level, 3d4 at 10th level, and you deal poison damage at 15th level.
- Hardened Hide
Your Nanobots increase in durability granting you resistances to your choice of slashing,piercing,or bludgeoning.
- Nano Vision
Your Nano tech has given you a boost in sight. At 10th level you gain a darkvision of 60ft.
- Nano Voltage
At 14th your Nano tech hums with lighting which you may release. As an action you can spend 6 web points to cause lighting to shoot from your hands creatures in a 10 foot wide and 40 foot long line must succeed a Dexterity saving throw or take 10d6 lightning damage.
- Nanobot Clone
At 18th level As an action and 10 web points you can hone in on your Nanobots to create a clone of yourself,it has all of your Nano Spider features but has half of your hit points and follows your spoken commands it acts on your turn in combat.You can also see through the eyes of your Clone as if yhet were your own and if the Clone should die you can summon another using your action abd another 10 web points.
Prerequisites. To qualify for multiclassing into the Nano Spider class, you must meet these prerequisites: Dexterity of 13 or higher
Proficiencies. When you multiclass into the Nano Spider class, you gain the following proficiencies: Simple weapons