Arachnid Guardian
Arachnid Guardian || Brawler || Bruiser
Durala Carao || Exalted Athlete || Ghostly Soul
Quickstepper || Tranquil Master || Warrior Monk
Spiders are often regarded as frightening or dangerous—and indeed, they often are. But spiders also prey upon insects that destroy crops, gnaw at foundations, and carry disease. Arachnid guardians take inspiration from the positive aspects of spiders. Originally composed exclusively of shadow elves, today the order has expanded to include anyone who seeks to fight the dangers lurking in the darkness.
Guardian's Arsenal
Arachnid guardians train in a wider variety of weapons than most adepts. Beginning at 3rd level, you become proficient with hand crossbows, longbows, rapiers, scimitars, shortbows, and whips. These weapons count as adept weapons for you.
You also gain proficiency with poisoner’s kits. When you use a poisoner’s kit to harvest poisons , you do not poison yourself on a failed roll (though you still do not collect any poison).
Lurking Spider
Also at 3rd level, you gain some of the sneakiness and vigilance of a spider. You become proficient with the Stealth and Perception skills, and you can move through magical and mundane webs without treating them as difficult terrain or risk of becoming stuck.
Finally, you gain tremorsense with a range of 10 feet.
Wall Crawler
Beginning at 6th level, you gain a climbing speed equal to your Speed, as well as the ability to walk on walls and upside down on ceilings.
Ambush Predator
Also at 6th level, once per turn when you hit a creature that is unaware of your presence with an unarmed strike or weapon attack made with an adept weapon, you can spend exertion to deal additional damage to it. Each point of exertion you spend increases the additional damage you deal by an amount equal to your martial arts die. When you use this ability, you can spend a number of exertion points up to your proficiency bonus.
Web Spinner
At 11th level, you gain the ability to spin ropes and nets from magical spider silk. As a bonus action, you can spend 1 exertion point to conjure one of the following magical webs:
- Rope: You conjure a 50-foot-long rope made of magical spider silk. The rope weighs 1 pound but can support up to 8,000 pounds. It has an AC of 14, 10 hit points, and can be burst with a Strength check equal to 10 + your proficiency bonus.
- Net: You conjure a net made of webs. It weighs 1 pound and functions as a normal net weapon, with the following modifications: It has a range of 20/60, can trap creatures of up to Huge size, and has an AC of 14 and 20 hit points. The DC of the Strength check to escape the net is equal to 10 + your proficiency bonus. You can create a stronger net by spending more exertion; for every additional point you spend, the net’s hit points increase by 10.
- Whip: You conjure a whip made of spider silk. The whip functions as a +1 whip.
Regardless of what form your webs take, they dissolve after 1 hour.
From Nowhere
At 17th level, you learn the most coveted of all arachnid guardian abilities: the fearsome ethereal shifting of phase spiders. As a bonus action, you can spend 3 exertion points to shift to the Ethereal Plane. At the end of every minute you remain on the Ethereal Plane, you must spend 1 exertion point; otherwise, you immediately shift back to the Material Plane. You can return to the Material Plane deliberately as a bonus action, and doing so costs no exertion.