"One spark can light the heavens, one soul can shatter eternity!"

In combat, the Weaver is a sight to behold. The wire, usually hidden, becomes a blur of motion, striking from unexpected angles and ensnaring enemies before they can react. Traps are set with a flick of the wrist, and enemies are left immobilized, caught in a web of nearly invisible wire.

But the Weaver is not just a combatant. They are also a puppeteer, manipulating both friend and foe alike. With a subtle pull of their wire, they can control the battlefield, turning the tide of battle in their favor.

Rogue Subclass: Weaver

Weavers are rogues who have mastered the use of a nearly invisible wire as a weapon and tool. They can manipulate the wire with such precision that they can use it to attack from unexpected angles, set traps, or even control the battlefield.

Weaver Features

Wire Mastery

Starting at 3rd level, you gain proficiency with the wire. The wire is a special weapon (finesse, reach, special) that deals 1d4 slashing damage. You can use the wire to make attacks against creatures up to 10 feet away. You can also use the wire to create traps or manipulate objects from a distance.

Wire Trap

Starting at 3rd level, you can use your action to set a wire trap in a space within 5 feet of you. The first creature to enter the trapped space must make a Dexterity saving throw or take 1d4 slashing damage and have their speed reduced to 0 until the start of your next turn.

Wire Dance

At 9th level, you can use your bonus action to control the wire in a way that distracts your enemies. Until the start of your next turn, attacks against you have disadvantage.

Wire Shield

At 13th level, you can use your reaction to deflect attacks with your wire. When you are hit by an attack, you can use your reaction to add your proficiency bonus to your AC, potentially causing the attack to miss.

Wire Puppeteer

At 17th level, you can use your action to attempt to control a creature with your wire. The target must make a Strength saving throw. On a failed save, you control the target’s movement until the start of your next turn.

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