Spider-Person, 2nd Variant (5e Class)

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Creating a Spider-Man[edit]

Quick Build

You can make a Spider-Man quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Urban Vigilante background.


Class Features

As a Ultimate Spider-Man you gain the following class features.

Hit Points

Hit Dice: 1d8 per Ultimate Spider-Man level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ultimate Spider-Man level after 1st

Proficiencies

Armor: none
Weapons: Simple weapons, Martial weapons
Tools: none
Saving Throws: Strength, Dexterity
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth.

Equipment

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

Table: The Ultimate Spider-Man

Level Proficiency
Bonus
Features Martial Arts
1st +2 Webs, Spider Climb, Martial Arts d8
2nd +2 Unarmored Defense, Unarmored Movement d8
3rd +2 Spider Power Origin, Spidey Sense d8
4th +2 Ability Score Improvement d8
5th +3 Extra Attack, Dodge missiles d10
6th +3 Spider Power Orign Feature d10
7th +3 Sturdy Web,Evasion d10
8th +3 Ability Score Improvement, Advanced Web Swinging d10
9th +4 Spider Hunter d12
10th +4 Spider Sense improvement, Spider Power Origin Feature d12
11th +4 Web Throw d12
12th +4 Ability Score Improvement d12
13th +5 Ensnare improvement d20
14th +5 Spider Sense improvement, Spider Power Origin feature d20
15th +5 Unbreakable Web d20
16th +5 Ability Score Improvement d20
17th +6 Web Throw Improvement 2d20
18th +6 Spider Power Origin feature 2d20
19th +6 Ability Score Improvement 2d20
20th +6 Web Recovery 2d20

Webs[edit]

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 proficiency bonus + 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 15 + your proficiency bonus + your Constitution modifier. The webs have a durability of 40 hit points and are vulnerable to slashing 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.

Ensnare

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.

Spider Climb[edit]

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

You can stealthily ensnare a target . Make a Stealth check opposed by the targets' Perception checks. On a success you ensnare them and gain a surprise round.

Martial Arts[edit]

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 spider weapons. You can roll a d4 in place of the normal damage of your unarmed strike or spider 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 spider 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.

Unarmored Defense[edit]

Once you reach 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 15 + your DEX modifier + your STR modifier.

Unarmored Movement[edit]

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Spider-Person levels, as shown in the Monk table. Like a spider your speed is exponential, +1 to your dexterity modifier

Spidey Sense[edit]

Once you reach 3rd level, you develop a nano energy-based sense which keeps you from danger. You gain the following benefits:

  • You gain additional reactions at 2nd level, 4th level, 6th level, and 8th level
  • You are aware of enemies and their locations within a 35 foot radius of yourself as long as they are not invisible, 60ft of BlindSight
  • Your AC is increased by your proficiency bonus as long as you aren't over-encumbered or have a level of exhaustion, this increase does apply to Unarmored Defense.

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[edit]

At 3rd level you get to choose a Spider Power Origin. There are three archetype to choose from: the Symbiote; you gain enhanced speed, strength and stealth by merging with a parasitic organism, or Spider Tech; your body develops new and improved spider based abilities, and you create new items to augment these abilities, or Superior spider-person, You go above and beyond creating more and better webslinger modifications to aid you in combat. These 3 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[edit]

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.

Extra Attack[edit]

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

Dodge Missiles[edit]

Starting at 5th level, you can use your reaction to dodge a missile when you are hit by a ranged weapon attack. When you succeed a Dexterity save vs attack, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your spider person level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 web point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, which has a normal range of 20 feet and a long range of 60 feet.

Evasion[edit]

Beginning at 7th 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.

Sturdy Web[edit]

Once you reach 7th level, Your experience with using your webs for a long time has made them stronger. Your webs now have 60 hit points and are no longer vulnerable to Slashing

Advanced Web Swinging[edit]

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.

Spider Hunter[edit]

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. You can use the Hide action as a bonus action. Additionally, while you are hidden you can add your Dexterity modifier to your attack and damage rolls.

Web Throw[edit]

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 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.

Unbreakable Web[edit]

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 and is no longer vulnerable to slashing damage. Creatures who are ensnared by your webs have disadvantage on ability checks to break free.

Spider Archetypes[edit]

Symbiote[edit]

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, your unarmed srike counts as a bodily weapon but does not take up a slot and as a free action can cause your body to morph into one of your chosen weapons. You gain proficiency with these weapons. You also gain a +5 to your Strength Modifier. Lastly, the symbiote has made you more violent and you no longer hold back, weapons with the finesse property can now use both Dex + STR when adding to attack rolls and damage rolls. Lastly, you no longer use normal webbing, The symbiote now provides webbing, Add your STR Modifier to your Web SAVE DC, creatures who are ensnared take 1d6 Necrotic damage until they break free.

Symbiote Strength

At 6th level your body gets a boost in physical power; your pull, drag, and lift are now tripled. You may add your STR Modifier to your proficiency Bonus. Your bodily weapons now count as magic for the purposes of overcoming resistance. Your Critical threat range is also increased by +3. No More mister nice guy, When scoring a critical hit the creature must roll a d4 to decide what limb bone breaks.

  • 1 - Left Arm
  • 2 - Right Arm
  • 3 - Left Leg
  • 4 - Right Leg
Symbiote Reach

At 10th level, your limbs can grow longer giving you a reach of 15 feet. In addition, you gain advantage on grapple checks. If another creature is within 5ft that creature is also grappled. While a creature is grappled you have multiple actions to use that can be used as a bonus action, the following are:

  • Body slam (4d8 Bludgeoning + STR Modifier)
  • Symbiote Throw (Throw a creature 90 feet + STR Modifier in any direction)
Symbiote Toxins

At 13th 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 9d10 necrotic damage. Add martial arts die to bodily weapon damage for all attacks made with bodily weapons.

Total Symbiote

At 18th level your symbiote gives you enhanced capability. You gain advantage in all stealth checks and can even turn invisible using a bonus action and 5 web points. You can add triple your proficiency bonus to anything related to STR or DEX.

Spidey Tech[edit]

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 don and doff.

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 most make a dex save or it is considered blinded, 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.

Superior Spider-person[edit]

Techy boi

At 3rd level, You gain the ability to shoot a ranged web pellet, this pellet does your martial arts die damage and has a range of 30/90.

You also have a drone which has 2 times your level health (eg. level 14, Your drone has 28 HP). Your drone has 8+ proficiency bonus AC. You can see everything your drone sees but your drone must be within 30 ft of you, this changes to 60 ft at 7th level and 100 ft at 14th.

As a bonus action you can command your drone to either move or attack. Your drone can deal 1D6 lightning damage 10/30 range. You may have up to half you level amount of drones but each drone costs 100 GP and one week. And you can only control one drone per turn. This changes to 2 at 5th level, 3 at 9th, 4 at 13th, and 5 at 20th level.

Leggy boi

At 6th level, You have added mechanical spider legs to your suit, these legs each deal 1D10 piercing damage. 2 can be used per attack. You have 4 legs, these technological wonders also allow you to climb without using your hands. At least 2 legs need to be unused for that effect to be active.

Webby boi

At 10th level, you’ve created many magical and technological webslinger modifiers. You can use these mods by spending web points.

Impact webs (4 web points)

You shoot a pellet that expands on impact. This pellet deals 2D10 bludgeoning damage and has a range of 30/90. The target must make a strength saving throw or else they become restrained. At the start of their turn they can attempt to make a strength saving throw to break free. You can add 1 web point to deal an extra 2D10 bludgeoning damage.

Taser web (2 web points)

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. You can spend another 1 web point to add 1D8 lightning damage.

Web Grenade (4 web points)

Fireball but bludgeoning damage and all targets have to make a dexterity saving throw or be restrained.

Concussive blast (4 web points)

All targets in a 15ft cone in front of you make a strength saving throw or is knocked back D10x 5 ft back and fall prone. If they succeed the throw they just fall prone.

Rapid fire (2 web point)

Make 4 ranged web attacks as a bonus action.

Sneaky boi

At 14th level, You become invisible for 1 minute out of combat, or invisible until you next turn while in combat. This ability doesn’t trigger opportunity attacks. You can use this once per short or long rest.

They vibbin

At 18th level, You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 5 web points to start these imperceptible vibrations, which last for a number of days equal to your spider-person level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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