Warp Spider (5e Class)
Warp Spider
A dark hooded figure appears suddenly behind the two guards twin daggers flashing in the dark. Two bodies slumb to the floor and the figure disappears once more. An elf watches as a bolt of lightning flashes towards her, at the last minute she vanishes as the bolt passes through the space she once occupied. Grinning as she takes form behind the wizard, she slides her rapier between his ribs. A half-orc sits on top of a roof gazing down at the crowd below, he sees his target and warps behind him, the half-orc strikes quickly and his target disappears, reappearing moments later on fire, screaming about deamons.
The warp spider uses her mobility and abilities to avoid damage and hurt enemies where they are most vulnerable. They provide good utility with there ability to strike behind enemy lines, taking out spell casters and archest that would normally be hard to get to.
Frightful Specters
The warp spider is a terrifying warrior who uses her knowledge of the ethereal plane to warp behind her enemies to deal devastating sneak attacks. Some warp spiders are born with innate power that manifests during adolescence while others train under another warp spider. As they hone their skills they gain a closer connection to both the ethereal plane and the connections between the planes of existence. Eventually they are able to slip between the gaps in the planes at will.
Creating a Warp Spider
When creating a warp spider consider the following, how did your character learn the ways of the warp spider, did she have a master or learn from an ancient tome? Or did she first warp in response to a terrible danger and later learn to harness her inborn talent?
Class Features
As a warp spider you gain the following class features.
- Hit Points
Hit Dice: 1d8 per warp spider level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per warp spider level after 1st
- Proficiencies
Armor: Light Armour, Shields
Weapons: Simple, Shortswords, Scimitars, Rapiers,
Tools:
Saving Throws: Dexterity, Intelligence
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 rapier or (b) a shortsword
- (a) a shield or (b) a shortsword
- leather armour
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus | Features | Warp Points | Warp Damage |
---|---|---|---|---|
1st | +2 | Warp Points, Warp | 3 | 1d6 |
2nd | +2 | Insightful Defence | 4 | 1d6 |
3rd | +2 | Fighting Style | 5 | 1d6 |
4th | +2 | Ability Score Improvement | 6 | 1d6 |
5th | +3 | Extra Attack | 7 | 2d6 |
6th | +3 | Warp Dodge | 8 | 2d6 |
7th | +3 | Blur | 9 | 2d6 |
8th | +3 | Ability Score Improvement, Warp Evasion | 10 | 2d6 |
9th | +4 | Charm of the Planestrider | 11 | 3d6 |
10th | +4 | Improved Warp | 12 | 3d6 |
11th | +4 | Blink | 13 | 3d6 |
12th | +4 | Ability Score Improvement | 14 | 3d6 |
13th | +5 | Freedom of Movement | 15 | 4d6 |
14th | +5 | Spider Climb | 16 | 4d6 |
15th | +5 | Banishment | 17 | 4d6 |
16th | +5 | Ability Score Improvement | 18 | 4d6 |
17th | +6 | Warp Master | 19 | 5d6 |
18th | +6 | Dimension Door | 20 | 5d6 |
19th | +6 | Ability Score Improvement | 25 | 5d6 |
20th | +6 | True Warper, Slip Between The Gaps | 30 | 5d6 |
Warp Points
You have a reservoir of energy that you can use to delve between dimensions and "warp" through the material plane. You have points equal to the value under warp points in the table above. The energy replenishes after a short rest
Warp
You can use a warp point to cast misty step, the first attack to hit on the turn you use this ability deals an additional 1d6 damage, this damage increases as you level up, shown by the table above.
Insightful Defence
Beginning at level 2 your armour class is equal to 10 + your dexterity modifier + your intelligence modifier while you are not wearing armour or using a shield.
Fighting Style
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Warp Dodge
Beginning at 6th level, you can use your powers to avoid damage. When hit by an attack you can see you may use a reaction to use a warp point to halve the damage taken.
Blur
Beginning at 7th level you can use 3 warp points to cast blur as a bonus action. Blur doubles you current AC, and allows you to make a reaction attack of double your damage.
Warp Evasion
Beginning at 8th level, you can warp out of the area 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.
Charm of the Planestrider
Beginning at 9th level you have advantage on any charisma checks on entities that are not in their home plane. Example: a solar in the Material Realm, a human in Shadowfell, or an azer in the Elemental Plane of Water. However, you must be in the same plane as the creature you are talking to.
Improved Warp
Beginning at 10th level, when you cast Misty Step you can move 60 ft. instead of 30 ft.
Blink
Beginning at 11th level you can use 6 warp points to cast blink as an action. Attacks made after reappearing from the blink spell count as being made after a misty step for the purposes of gaining extra warp damage.
Freedom of Movement
Beginning at 13th level you can use 1 or more warp points to cast freedom of movement on yourself as a bonus action. The duration of the spell is 2 rounds per warp point used.
Spider Climb
Beginning at 14th level you are under the effect of spider climb while you have warp points remaining.
Banishment
Beginning at 15th level when you hit a target with a melee attack you can use 8 warp points to cast banishment on the target. The spell DC is 8 + your proficiency bonus + your intelligence modifier.
Warp Master
Beginning at 17th level your first use of warp does not require a bonus action.
Dimension Door
Beginning at 18th level you can use 8 warp points to cast dimension door as a bonus action, this counts as misty step for the purposes of gaining additional warp damage.
True Warper
At 20th level you regain d8 x your intelligence modifier warp points whenever you roll initiative.
Slip Between the gaps
At 20th level you can use 10 warp points to slip between the gaps in the planes, this takes 3 rounds to cast, you can move to a specified point on another plane. You can take 1 other person with you when you use this ability. The trip is quite an ordeal for anyone other than a warp spider. Anyone who is brought through the gap who is not a warp spider takes 1d10 psychic damage and must pass a dc15 wisdom save or be stunned for 1d6 rounds.
Multiclassing
Prerequisites. To qualify for multiclassing into the warp spider class, you must meet these prerequisites: Dexterity 13, Intelligence 13
Proficiencies. When you multiclass into the warp spider class, you gain the following proficiencies:Light armor, one skill from the class’s skill list.
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