September 29, 2017

Arachnoid Stalker (Redux)

Rougish Archetype
Comments from the Finger: This has been sitting forgotten in my backlog for literally months -- hope ya'll dig it.

Arachnoid Stalker

A life-changing event, perhaps being cursed by a drider warlock or bring bitten by a dangerously transmuted arachnid, has imbued you with the properties of a spider.

Spider Maneuvers
Starting at 3rd level when you select this archetype, you gain access to a web of mystical energy connecting all spiders, allowing you to move and fight like an arachnid.
     Spider Dice. You have 3 spider dice, which are d8s. A spider die is expended when you use it. You regain all of your expended spider dice when you finish a short or long rest. You gain another spider die at 9th level, and another one at 13th level.
     Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Spider maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier 

     Using Spider Dice. You can expend spider dice to gain a number of different benefits:
  • Spider Leap. As a reaction when you make a Strength, Dexterity, or Constitution saving throw, you can expend a spider die and add it to the roll.
  • Web Ball. As a bonus action, you can spend a spider die to project a ball of webbing at creature you can see within 60 feet, knocking them back. Select a creature within 60 feet to make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you.
  • Web Pull. As a bonus action, you can spend a spider die to snare an opponent with a web line and pull them closer. Select a creature within 60 feet to make a Strength saving throw. On a failed save, the creature is pulled 10 feet toward you.
  • Web Trip. As a bonus action, you can spend a spider die to tangle an opponent's feet with your web. Select a creature within 60 feet to make a Dexterity saving throw. On a failed save, it falls prone.

At 3rd level, you gain the ability to generate a nearly unlimited amount of silken web. This web is central to many of your spider maneuvers, and usually dissipates within a minute of leaving your grasp. You can make permanent silk when you take a rest, the exact amount of which is determined by the Dungeon Master.
     Additionally, you can project a line of web as a bonus action, allowing you to create a temporary rope, pull an unattended object, close doors, or snatch a small object weighing less than 5 pounds within 60 feet.
     Finally, you can project your web as a bonus action, or as a reaction when you fall, at a target location within your movement speed. If the target location can hold your weight, you are pulled there, expending movement normally.

Wall Crawling
Starting at 9th level, you have the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.
     Additionally, if you are on a ceiling, you can hide from any creature that is at least 10 feet or more below you even if you otherwise lack appropriate cover.

Spider Sense
At 13th level, you can't be surprised and can add your proficiency bonus to initiative rolls.

Starting at 17th level, when you roll initiative and have no spider dice remaining, you regain 1 spider die.


  1. I liked the previous one, but this one's even better!

    I'd love to get some way to restrain opponents though. Maybe an additional maneuver available at 13th level or so.

    1. maybe just casting web reguarly?

    2. I agree eventually being able to cast web would be nice not exactly sure where to put it though.

      Also I think web ball would be nice to instead disarm instead of push, disarming maneuver would be very much in theme

  2. Already liking this one more than the original, definitely seems more balanced. Also, the fangs bugged me last time...
    I dig this, though.
    Great job, guys.

  3. Spider Dwarf spider dwarf here comes the spectacular spider dwarf.

    1. Don't you mean: "Spiderdrow, Spiderdrow, here comes the spectacular Spiderdrow!"

    2. I would but drow are usuay a lil more evil so i cant see a good drow is it funnier yes but do i......ooh spider dwarf is not spider man he is more akin to spider pig

    3. "Spiderdwarf, Spiderdwarf, does whatever a Spiderdwarf does."

  4. Yea, this is a fun take on medieval spider man! This looks like a lot of fun to play!

  5. The thing I find interesting is that both versions of this class unfold in different ways. This one is a lot heavier on the webbing aspect and gives more flexibility with it, as a trade off for not getting spider sense or wall crawling as quickly. I'm not sure which I find preferable; Spider Climb is quite a fun bit of fluff, even if it's not as dramatic or useful as the expanded webbing abilities.

  6. I dig it, however I'm not visualizing a web as a pushing mechanic (web ball). Disarm feels more suited or perhaps a web-whip. Very lovely otherwise. Cheers!

    1. Web whips that they’re proficient with (Maybe with bludgeoning instead of slash) would be Neato.

    2. There is a few inconsistencies in the spider dice abilities. At first you call them spider die or dice, but later you talk about spider points. I was just pointing it out ;). Good job as usual!

  7. Y'know, I honestly would've prefered this as a Monestic Tradition since Spiderman's (temporary, self-invented) fighting style is called Way of the Spider.

    1. Problem with that is I kinda can't imagine spiderman muttering about his ki after doing some cool acrobatics.

  8. Would an anti-magic field disable an arachnoid stalkers abilities, or are they biological?