Warp Spider (5e Class)

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Warp Spider[edit]

A dark hooded figure appears suddenly behind the two guards twin daggers flashing in the dark. Two bodies slumb to the floor and the figure disappears once more. An elf watches as a bolt of lightning flashes towards her, at the last minute she vanishes as the bolt passes through the space she once occupied. Grinning as she takes form behind the wizard, she slides her rapier between his ribs. A half-orc sits on top of a roof gazing down at the crowd below, he sees his target and warps behind him, the half-orc strikes quickly and his target disappears, reappearing moments later on fire, screaming about deamons.

The warp spider uses her mobility and abilities to avoid damage and hurt enemies where they are most vulnerable. They provide good utility with there ability to strike behind enemy lines, taking out spell casters and archest that would normally be hard to get to.

Frightful Specters[edit]

The warp spider is a terrifying warrior who uses her knowledge of the ethereal plane to warp behind her enemies to deal devastating sneak attacks. Some warp spiders are born with innate power that manifests during adolescence while others train under another warp spider. As they hone their skills they gain a closer connection to both the ethereal plane and the connections between the planes of existence. Eventually they are able to slip between the gaps in the planes at will.

Creating a Warp Spider[edit]

When creating a warp spider consider the following, how did your character learn the ways of the warp spider, did she have a master or learn from an ancient tome? Or did she first warp in response to a terrible danger and later learn to harness her inborn talent?

Class Features

As a warp spider you gain the following class features.

Hit Points

Hit Dice: 1d8 per warp spider level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per warp spider level after 1st


Armor: Light Armour, Shields
Weapons: Simple, Shortswords, Scimitars, Rapiers,
Saving Throws: Dexterity, Intelligence
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 rapier or (b) a shortsword
  • (a) a shield or (b) a shortsword
  • leather armour
  • (a) a dungeoneer's pack or (b) an explorer's pack

Table: The warp spider

Level Proficiency
Features Warp Points Warp Damage
1st +2 Warp Points, Warp 3 1d6
2nd +2 Insightful Defence 4 1d6
3rd +2 Fighting Style 5 1d6
4th +2 Ability Score Improvement 6 1d6
5th +3 Extra Attack 7 2d6
6th +3 Warp Dodge 8 2d6
7th +3 Blur 9 2d6
8th +3 Ability Score Improvement, Warp Evasion 10 2d6
9th +4 Charm of the Planestrider 11 3d6
10th +4 Improved Warp 12 3d6
11th +4 Blink 13 3d6
12th +4 Ability Score Improvement 14 3d6
13th +5 Freedom of Movement 15 4d6
14th +5 Spider Climb 16 4d6
15th +5 Banishment 17 4d6
16th +5 Ability Score Improvement 18 4d6
17th +6 Warp Master 19 5d6
18th +6 Dimension Door 20 5d6
19th +6 Ability Score Improvement 25 5d6
20th +6 True Warper, Slip Between The Gaps 30 5d6

Warp Points[edit]

You have a reservoir of energy that you can use to delve between dimensions and "warp" through the material plane. You have points equal to the value under warp points in the table above. The energy replenishes after a short rest


You can use a warp point to cast misty step, the first attack to hit on the turn you use this ability deals an additional 1d6 damage, this damage increases as you level up, shown by the table above.

Insightful Defence[edit]

Beginning at level 2 your armour class is equal to 10 + your dexterity modifier + your intelligence modifier while you are not wearing armour or using a shield.

Fighting Style[edit]

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.


You gain a +2 bonus to attack rolls you make with ranged weapons.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting[edit]

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Warp Dodge[edit]

Beginning at 6th level, you can use your powers to avoid damage. When hit by an attack you can see you may use a reaction to use a warp point to halve the damage taken.


Beginning at 7th level you can use 3 warp points to cast blur as a bonus action. Blur doubles you current AC, and allows you to make a reaction attack of double your damage.

Warp Evasion[edit]

Beginning at 8th level, you can warp out of the area 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.

Charm of the Planestrider[edit]

Beginning at 9th level you have advantage on any charisma checks on entities that are not in their home plane. Example: a solar in the Material Realm, a human in Shadowfell, or an azer in the Elemental Plane of Water. However, you must be in the same plane as the creature you are talking to.

Improved Warp[edit]

Beginning at 10th level, when you cast Misty Step you can move 60 ft. instead of 30 ft.


Beginning at 11th level you can use 6 warp points to cast blink as an action. Attacks made after reappearing from the blink spell count as being made after a misty step for the purposes of gaining extra warp damage.

Freedom of Movement[edit]

Beginning at 13th level you can use 1 or more warp points to cast freedom of movement on yourself as a bonus action. The duration of the spell is 2 rounds per warp point used.

Spider Climb[edit]

Beginning at 14th level you are under the effect of spider climb while you have warp points remaining.


Beginning at 15th level when you hit a target with a melee attack you can use 8 warp points to cast banishment on the target. The spell DC is 8 + your proficiency bonus + your intelligence modifier.

Warp Master[edit]

Beginning at 17th level your first use of warp does not require a bonus action.

Dimension Door[edit]

Beginning at 18th level you can use 8 warp points to cast dimension door as a bonus action, this counts as misty step for the purposes of gaining additional warp damage.

True Warper[edit]

At 20th level you regain d8 x your intelligence modifier warp points whenever you roll initiative.

Slip Between the gaps[edit]

At 20th level you can use 10 warp points to slip between the gaps in the planes, this takes 3 rounds to cast, you can move to a specified point on another plane. You can take 1 other person with you when you use this ability. The trip is quite an ordeal for anyone other than a warp spider. Anyone who is brought through the gap who is not a warp spider takes 1d10 psychic damage and must pass a dc15 wisdom save or be stunned for 1d6 rounds.


Prerequisites. To qualify for multiclassing into the warp spider class, you must meet these prerequisites: Dexterity 13, Intelligence 13

Proficiencies. When you multiclass into the warp spider class, you gain the following proficiencies:Light armor, one skill from the class’s skill list.

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