Nano Spider, Variant (5e Class)
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How you got your powers may vary from person to person, maybe you were bitten by a magical spider, maybe you were fused with a symbiotic or parasitic organism of some sort. But the effect remains the same; you now have all of the powers of a spider, and you have chosen to use those powers to do something more, be it protect the innocent, or punish the wicked.
Creating a Spider-Person
- Quick Build
As a Spider-Person you gain the following class features.
- Hit Points
Weapons: Simple weapons
Saving Throws: Strength, 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
|1st||+2||Webs, Spider Climb, Martial Arts||d4|
|3rd||+2||Spider Power Origin, Spidey Sense||d4|
|4th||+2||Ability Score Improvement||d4|
|6th||+3||Spider Power Orign Feature||d6|
|7th||+3||Spider Pounce, Sturdy Web||d6|
|8th||+3||Ability Score Improvement, Advanced Web Swinging||d6|
|10th||+4||Spider Sense improvement, Spider Power Origin Feature||d8|
|12th||+4||Ability Score Improvement||d8|
|14th||+5||Spider Sense improvement, Spider Power Origin feature||d10|
|16th||+5||Ability Score Improvement||d10|
|17th||+6||Web Throw Improvement||d12|
|18th||+6||Spider Power Origin feature||d12|
|19th||+6||Ability Score Improvement||d12|
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 spider features. You have a number of web points equal to your Spider-Person level + your Constitution modifier. 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 Constitution 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 make a Dexterity saving throw or become restrained until broken free. The creature may attempt to break free at the end of each turn with a Strength save against your Web DC. Additionally, you can spend 2 web points instead of 1 to attempt to ensnare two creatures that are within 5 feet of each other. At 13th level, you may spend 3 web points to ensnare Huge creatures, and 4 to try to ensnare Gargantuan creatures (Provided the DM allows such an ensnarement of a particular creature of said size. Required web points can be changed at DM discretion). These size creatures have advantage on both Dexterity saves to avoid being ensnared and Strength saves to break free of ensnarement.
- 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. The web 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.
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, giving you a climb speed equal to your walking speed. When you are fully upside down you can spend 1 web point to perform one of the following maneuvers:
- Spider Yo-Yo
You use your webbing to go vertically upside down without touching the ground. When you are upside down you must have one hand on the web.
- Killer Spider
At 1st level your strikes deal more power thanks to your spider lineage. Use the table to determine how much damage you deal. When you take the attack action you can attack with both hands once. 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 Spider-Person levels, as shown in the Martial Arts column of the Spider-Person 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 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 creatures don't gain advantage in 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 Blindsight out to 15ft around you.
Spider Power Origin
At 3rd level you get to choose a Spider Power Origin. There are two archetype to choose from: the Symbiote; you gain enhanced speed, strength and stealth by merging with a parasitic organism, or Spider Bite; your body develops new and improved spider based abilities, and you create new items to augment these abilities. Both Archetype 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.
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 for a long time has made them stronger. Your webs now have 40 hit points and are no longer vulnerable to fire damage. Furthermore, by spending an action and using a web point you can use your webs to make a trip wire. If anyone crosses the trip wire, they must make a DC 15 Dexterity save or fall prone.
Advanced Web Swinging
Beginning at 8th level, when you use your Web Swing ability, you no longer incur attacks of opportunity when leaving the engagement range of a hostile creature. Additionally, you may retract your webs after using them to swing; after using a web point to use Web Swing, you may use it again on the subsequent 2 turns without using another web point. While outside of combat, you may web swing indefinitely, provided there is terrain to swing from.
Once you reach 9th level,The Spider powers in you makes you into a fierce hunter. You add your proficiency bonus to Stealth checks. If you are already proficient in Stealth, you gain Expertise 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.
Beginning at 11th level, you have the ability to use your webs to fling objects around the room, smashing them into your enemies at high speed. As an action, you can throw an object of up to half your carry weight that is within 30 feet of you and fling it at any target also within 30 ft of you. This can include furniture, rocks, weapons, or any other object that is not being held by another creature. The target must makes a Dexterity saving throw. On a failed save, they take 5d8 bludgeoning damage, and if fall prone if they are of size Medium or smaller. On a successful save, they take half as much damage, and do not fall prone. At 17th level, the thrown object can now knock prone size Large or smaller, and you can now throw objects up to your carry weight. Additionally, can throw any creature size Medium or smaller that have been restrained by your webs. The creature can be thrown at a wall or object, or another creature. If the target is another creature, both are affected as if hit with an object normally. If the target creature fails their save, the webbing is also transferred to them, restraining them as if the Ensnare ability had been used on them.
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.
The 'agent' of your Web creation, be it from a symbiote, innate webbing ability, or tech based web shooters, will 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.
The Symbiote is capable of turning into different Weapons, is strong enough to lift carriages and has limbs that stretch vast distances.
- Bodily Weapons
At 3rd level you choose 3 different melee weapons,and as an bonus action can cause you body to morph into one of your chosen weapons.
- Symbiote Strength
At 6th level your body gets a boost in physical power; your pull, drag and lift is now quadrupled.
- Symbiotie Reach
At 10th level your limbs can grow longer giving you a reach of 15 feet. In addition you gain advantage on grapple checks.
- Symbiotie Toxins
At 14th level as an action, using 3 web points, you can touch a creature, forcing the creature to make a constitution saving throw. On a failed save, they take 5d10 poison damage and become poisoned. On a success they take half the damage and are not poisoned
- Total Symbiotie
At 18th level your symbiotie gives you enhanced capability. You gain advantage in all stealth checks and can even turn invisible using a bonus action and 5 web points.
Your Spider powers and tech become even more advanced giving you awesome powers. Your webs become even stronger as do you.
- Spider Suit
At 3rd level you create a suit specifically for your body and spider powers. The suit is a spandex made of a special material that allows you to use your spider powers through it and fits neatly underneath any clothing. This suit grants you resistance to one type of elemental damage (fire, cold, lightning) at this level, one additional type of damage at 7th level, and one type of esoteric damage (Necrotic, Psychic, Radiant) at 13th level. This Suit is designed to take only an action to on and off.
- Enhanced Suit Gloves
At 6th level you build or enchant magical energy into your suits gloves. Your unarmed strikes now count as magical for the sake of overcoming resistances as long as you are wearing your Spider Suit. At 10th level you also manage to imbibe electrical energy into them, allowing you to add 1d6 lightning damage to your attacks.
- Counter Web
At 10th level, when a hostile creature misses you with an attack, you may use your reaction and 1 web point to fire a ball of webbing into the enemies face. The enemy is considered blinded, and is stunned until your next turn. Additionally, the creature remains blinded until it or another creature takes an makes a Strength check to remove the webbing against your Web DC. The creature must have eyes in order to be blinded.
- Shock Webs
At 14th your Spider Suit hums with lighting which allows you to release it though your webs. As an action you can spend 2 web points to shoot an electrified ball of webbing at an enemy. Make a ranged attack against the creature of your choice. On a hit, the target takes 2d8 lightning damage, and must make a Constitution saving throw against your Web DC or be stunned until your next turn.
- Web Blossom
At 18th level, you have become so proficient with your webbing abilities, you may now create a flurry of ensnaring webs around you. You may use 6 web points to leap into the air and perform a feat of rotating acrobatics, sending webs in every direction. Any creature within 50 ft of you is subject to the Ensnare Web ability, and must make at Dexterity save against your Web DC or be Restrained, with same rules as the base Ensnare ability. Huge and larger creatures are unaffected by Web Blossom.
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: