There are many assassins, spies, and tricksters throughout
the endless planes who take on the motif of a spider as their
symbol, but you are one of the few for whom this symbol is
truly accurate. You’ve learned your craft from the Weaver
of Lies itself, an ancient creature spawned when the gods
first deceived one another and the mortals they surveyed.
Deities that hold sway over the crawling creatures of the dark
and guilds of assassins and spies may grant powers such as
these, but no matter the origin, you will take these forbidden
techniques to your grave. Cloaked in the faces of others and
bearing the deadly toxins of your teacher, you crawl along the
shadows at the edges of the world, hunting for secrets and
spinning webs of treachery.
Tools of the Traitor
Whenever you choose this archetype at 3rd level, you
discover the secrets hidden in truth and falsehood. You gain
proficiency in the Deception skill and with nets.
You can weave webs from your fingertips at will, crafting a
false face from magical spider silk. This acts as a disguise kit
which you are considered proficient with.
Additionally, you can use a bonus action to weave your
webbing into a sticky 50-foot silk rope with adhesive grapple
or into a net. This web net has a range of 15/30 and has
additional hit points equal to your rogue level. You can only
have one such rope or net, called a web construct, at a time.
Creating a second web construct destroys the first one.
Arachnid’s Fang
Also at 3rd level, your blades whisper with toxins and lies.
Whenever you use your Sneak Attack feature, you can choose
to change the damage type of your attack to poison. Whenever
you hit a creature that is restrained and change the damage
type using this feature, the target suffers disadvantage on
Strength checks until the start of your next turn.
Subtle Stride
At 9th level, you learn the talents of your mentor’s small
arachnid slaves, and take their hidden power for your own.
You can move up, down, and across vertical surfaces and
upside down along ceilings while leaving your hands free, you
gain a climbing speed equal to your walking speed, and you’re
immune to webbing and webs created by the web spell.
Twitch on the Web
At 13th level, your words and deeds ensnare others, dragging
them into your dark parlor. You can now throw a net as a
bonus action, and this does not prevent you from making
additional attacks. Invisibly thin strands of spider silk connect
your web construct nets to your body, allowing you to drag a
creature restrained by your net up to 30 feet directly towards
you, possibly holding them suspended in the air, by using an
action to make a Strength (Athletics) check contested by the
target’s Strength (Athletics) check. If you succeed, the target
is dragged and either knocked prone or held suspended in the
air below you. If you fail, your web construct net is destroyed
and the target is freed.
Your movement speed is halved while suspending a
creature, and when you move horizontally while holding it,
you can have it move with you or fall to the ground. If you
teleport, the target automatically falls to the ground and is no
longer suspended.
You can now have a number of rope or net web constructs
equal to your Charisma modifier, minimum one. You also
count as one size larger when determining how much you can
lift and carry, and for the purposes of grappling.
Skittering Nightmare
At 17th level, your body has finally adapted to enable you to
move with the eerie grace of the webbed ones. You can’t be
knocked prone against your will. While you are prone, you
can move at full speed as though standing, you do not have
disadvantage on attack rolls, and attackers that are within 5
feet of you do not gain advantage on attacks against you.
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