Spider-Man Suit (5e Equipment)

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Armor (Any light armor), legendary

A full body red and blue suit composed of boots, gloves, a mask, and main body with web like patterns across it and the symbol of a spider. The suit has two passive features as well as several charge based features. In order to gain the benefits of the suit, the wearer must wear all the pieces of the suit.

Passive features. These features are always applied to the user of the armor and do not require charges.

Spider climb

While you wear this suit, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free or using them to assist you. You have a climbing speed equal to your walking speed whilst leaving your hands free or double your walking speed if you climb with your hands and feet. However, the suit doesn't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Spider sense

While you wear this suit, your senses improve greatly, giving you 30 feet of blindsight and advantage on Wisdom (Perception) checks relying on sight or sound.


Charge features. These features require expending a number of charges. The suit has 5 charges and recovers 1 charge at the end of each day.

Web swing

As an action, you expend one charge and select a point within 30 feet, so long as both your hands are free. A 30 foot long spider thread rope as strong as steel extends from your hand and latches onto the point you chose. For the next minute you may also choose any other point within 30 feet of you to latch onto with a second rope, effectively allowing you to traverse above the ground.

Web throw

As an action, you expend one charge, select a target within 60 feet, and make a ranged attack against your target. You shoot your target with a ball of webbing from your wrist. If successful in your attack, the target is restrained by the webbing and must either succeed a DC 16 Strength saving throw or be assisted by creature who must make the same check.

Spider dodge

As a reaction, you expend two charges and make use of a Spider dodge. You dodge a magical or non magical attack, receiving no damage from the attack. If the attack has a saving throw, such a dragon's breath attack or a fireball, you treat the throw as successful and take the effects of a successful save.

Web bomb

As an action, you expend two charges and select a point within 60 feet. You shoot a compressed ball of webbing at the point you select and an explosion of webs blossoms from that point. All creatures within 30 feet must succeed a DC 16 Dexterity saving throw or become restrained by the webbing. The creatures must then either succeed a DC 16 Strength check or be assisted by a creature who must make the same check.

Electric webbing

As an action, you expend two charges and select a target within 60 feet, and make a ranged attack. You shoot a web infused with electricity at your target. If successful in your attack, the target takes 3d8 electricity damage and is stunned for 1d4 +1 turns.


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