November 24, 2015

Arachnoid Stalker

Roguish Archetype 
Comments from the Finger: Arachnoidman, Arachnoidman, does whatever a spider can (without violating copyright). It's true! You too can play as Spiderman in 5e, provided that noone tells Marvel's lawyers. 

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 Climb
Beginning when you select this archetype at 3rd level, you are constantly under the effects of the spell spider climb.

Spider Sense
At 3rd level, you can't be surprised and have advantage on initiative rolls.

Web Sling 
Starting at 9th level, you can cast the spell web without expending a spell slot or spell components. Alternatively, you can expend a use of this spell to create a long, think rope of web anchored to a location high above you, which you can use to swing at double your movement speed, making an attack with advantage at the end of your swing.
     You can cast this spell a number of times equal to your Dexterity modifier. You regain all expended uses of this spell when you finish a long rest.
     Save DCsSome of the features in this subclass call for saving throws. The saving throw DC is calculated as 8 + your proficiency bonus + your Constitution modifier.

Arachnoid Stealth
Beginning at 13th level, you have advantage on Dexterity (Stealth) checks made to hide or to move silently while climbing on vertical surfaces or ceilings.

Spider Venom
At 17th level, you have grown a hideous set of opposable, venom-injecting fangs. Instead of dealing additional damage when you make a Sneak Attack against a creature, you can instead attempt to inject them with a paralytic poison. The target of the Sneak Attack must make a Constitution saving throw or be paralyzed until the beginning of your next turn.

25 comments:

  1. I like the idea here. Not only am I a fan of a certain wall crawler, but I think it makes for some interesting character builds.

    I wonder, though, if this shouldn't make use of some kind of resource like ki or sorcery points. Then you could tie in the abilities to that resource and provide a few more options like the ability to pull, restrain, or trip your target.

    I'm on the fence about the monstrous transformation that comes with the poison ability. I see it thematically, but I could also see it being more subtle; the character could get the ability to secrete poison through his mouth but get smaller fangs. He could bite for a little damage anyone he has at his mercy plus inflict poison damage and or conditions. Or, he could apply the poison to his blade and just add the save vs condition to his attacks. Applying the venom could be a bonus action.

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    1. It's eerie how you can spot the features I tried to include in early drafts.

      This one has been sitting on the table for a long while, complete sans the capstone, so suffice it to say, I'm still not 100% in love with what I have for the last feature. I like your version of this ability, but I really wanted the feature to have some sort of integration with the Sneak Attack feature, so that it felt better integrated with the rogue class. If you can think of a version which uses that, I'm inclined to give it a go. (And I'm even willing to trade out the concept of the feature entirely, if you have an idea that fits the character a little better)

      Also, I'm totally in agreement about using some sort of superiority dice to fuel web-themed maneuvers, like trip, entangle, web sling, etc, but I had a really hard time coming up with a simple, concise version, so I limited it down. Again, if you can help me refine the concept down to something simple and easy to understand, I'll probably edit it in.

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    2. I'd be happy to help. I'll take a stab at it and see what I come up with.

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    3. Okay, I gave this a shot. Be kind

      https://docs.google.com/document/d/1KX8uK0Jb7Q-LIjjz5cyQIHlMDDAy0srCU6XVtUgggOA/edit?usp=sharing

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    4. I really, really love what you did with this, and I'm not sure I could do any better. Only thing I can think of is perhaps leaving Web Dash as doubling movement especially with that name, the +10 feet isn't really going to do that much.

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    5. I really like what Jonathan did with the class. It seems much more like Spiderman to me and really utilizes those web powers well. The only thing that I might say is to add more spider points. Instead of two per rogue ability increase, make it three. I feel that little extra would make the spider powers much more viable for higher leveled characters. I also agree with Derek on the Web Dash, or, make it a choice to use a Spider point to double the speed.

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    6. I'm not sure what you are referring to when you talk about adding more spider points and having two per rogue ability increase? In terms of the spider points, you are getting a number equal to your Rogue level that refresh on a Short Rest. In terms of Spider Powers, you end up with 9 out of 11 powers. I'd definitely say that is enough verisimilitude to warrant it for high level characters, especially when combined with having 180 feet range with all of your web-based abilities, the ability to use your Reaction to pump out one of the bonus action Spider abilities in response to being attacked, and the joy that is Spider Time. I mean, when you get that ability, if you want to dedicate yourself to nothing but it, you're going to be able to use it 5 times being needing a rest.

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    7. I read that so wrong, you are correct. My bad.

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    8. I think Spider Time might be too strong, for the very reason Derek points out; it can be done up to 6 times per short rest if you focus purely on weapon attacks.

      But then, I put this together to meet the following criteria: First, I wanted to emulate g the action and mobility of spider man. Second, I wanted the bulk of the abilities to work with or provide opportunities for the Rogue's sneak attack. Finally, flesh things out so there's always something Spiderman-like to do.

      So having said that, I left use restrictions off the Spider Time ability, but if one really wanted you could probably limit it to once per short rest and not detract from the fun.

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    9. Hm, yeah, it might be best to make it an ability that you get once per short rest, and as that also clears the way for a lot more usage of your Spider abilities. That way, I can dump all of my sneak attack dice into one hit at A, while I Web Hold B, C, and D.

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    10. Any chance you might end up reformatting this, Finger?

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    11. Wow, I take a day off and the comments explode: how exciting!

      I've got a lot of thoughts on this build, but I don't think the comments section will accommodate this discussion too well. Jonathan, you should send me an email (middlefingerofvecna@gmail.com) and we'll talk through your version of the class. There's a lot of good here, and I like how you incorporate a lot of spiderman's abilities, but I think a few pieces seem out of place. Anyway, send an email

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    12. Done. Let me know if I need to resend it.

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    13. I feel like the Capstone is definitely too weak, as you trade a lot for relatively little. In addition, I think Spider Sense, while well-balanced for it's level, doesn't quite capture the full scope of how good Parker's precog is. I feel like a better capstone would be a partial Foresight, using some of the more flavorful defensive bonuses without the offensive ones.

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    14. We're working on a merged version of our two builds that addresses each of their shortcomings. I just have to decide if I'll put it in a new post, or if I'll completely edit this one away (in which case, I'll keep a link to the original somewhere in the post.)

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    15. I'd say a new post. And just got the clear to play this in an Out of the Abyss campaign. I'm hungry to see it! Email's lordwarmog@gmail.com if I can get some sneak peeks.

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    16. Did anything ever come of the merged version? I like both, and would love to see the mix!

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  2. Love the look of this archetype, though I do agree with Jonathan about a possibility of a ki or superiority system to fuel the web-slinging antics. And while I do understand the reasoning for using Con for the saves, it definitely serves to make the capstone a little on the weak side in terms of what you are sacrificing, particularly since you are sacrificing your Sneak Attack damage in return for paralysis that ends before you act again.

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  3. Honestly, I feel that this is a little too powerful. Constantly being under the effects of a Spell? And immunity to being suprised and advantage on initiative seems far too powerful for a 3rd level ability, In fact, it overrides the Alert feat entirely.

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  4. If this needs a Ki or Sorcery Point fueled ability, its convenient that the concept fits well with both of those classes, innit? Spiderman uses many monk-like abilities, and his irradiated blood is just like a sorcerous origin!

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    1. I haven't really thought about it, but we have a few hero types already. Magitech Hero is Iron Man and Circle of the Green is Swamp Thing.

      I still want the classes to feel like they belong in d&d, so it's always a challenge writing one of these.

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  6. Spelling error: Web Sling says you can create a "long, THINK rope"
    Also, I believe that the save DC is included in the wrong spot, as you have it under Web Sling also.

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  7. Man, this archetype and Johnathan's are so close to being super fun. the capstone and con mod for spell save are kinda what put me off for this one, and for Johnathan's the maneuvers and such are super neat but for an archetype is just a lot to look at. Also not being able to always spider climb as spider man seems silly to me.

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    1. I made an altered version of this if you or anyone wants to see my take on your archetype. https://docs.google.com/document/d/1duVZhJldFnGYaAw9X9a3GP-3fbP-RI5l5XeX386ZJM8/pub

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