Darkvision 60 ft
Extra Attack (2)
Psychic Immunity
-You are immune to Psychic damage.
Dark Nature
-You gain advantage on Dexterity (Stealth) checks made to hide in the shadows.
Squad Tactics
-Squad Tactics You have advantage on attack rolls against creatures if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Part Fighting-Type
-You deal an additional +1 damage with melee weapons that use and the strength requirement for you to wear heavy armor is reduced by 2.
Sneak Attack
-Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Cunning Action
-You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
-Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Webbing
-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.
Unarmed Fighting
-Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Second Wind
-You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.
Athlete
-When you are prone, standing up uses only 5 feet of your movement.
-Climbing doesn't cost you extra movement.
-You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Features & Traits