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String Weaver

String Weaver

Your weapons are not just tools of destruction—they are extensions of your will. You do not fight for chaos; you weave control, dominance, inevitability. Through razor-sharp wires, ethereal threads, or mystical tethers, you command space with deadly precision. Whether reeling yourself through the air like a predator or lacing the field with invisible snares, your strength lies not in overwhelming force, but in perfect manipulation.  

Wire Control

At 2nd level your weapon is a set of enchanted threads, wires, cords, or tethers that you manipulate with perfect control. They can originate from your body, your weapon, or specialized tools, depending on your aesthetic. You gain the following benefits:
  • You may treat any finesse or ranged weapon as having the Reach property.
  • You may use Dexterity or Strength for attack and damage rolls with weapons that are part of your thread manipulation style, even if they aren’t normally finesse.
  • When you take the Attack action, you may choose to make one of your attacks a Wire Attack:
  • On a hit, the creature must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check (their choice) vs your Warrior Save DC or be Grappled by invisible wires until the start of your next turn.
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    Threadtech Techniques

    At 2nd level you gain a unique set of Battle Techniques known as Threadtech Techniques. These represent traps, ensnarements, slices, and wire-enhanced movement. They cost Vitality Points and are exclusive to this subclass.   You learn two Threadtech Techniques at level 2 and gain more as you level.  

    Razor Snare

    At 7th level when a creature fails a save against one of your Wire Attacks or Threadtech Techniques, you may force them to become restrained instead of grappled until the start of your next turn.   Additionally, once per round when a creature enters or leaves a space within 5 feet of you, you may use your reaction to:
  • Attempt a Thread Trip: the creature must make a Dexterity saving throw or fall prone
  • Or Snare Slash: make a weapon attack; on hit, deal an additional 2d6 slashing damage from slicing wires
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    Webstep

    At 10th level you may now use your wires to move with inhuman fluidity.
  • You gain a climb speed equal to your movement speed, and you can move across vertical surfaces and ceilings without falling.
  • Once per turn when you are standing on a surface or wall, you may teleport up to 30 feet to a location you can see that’s also attached to a surface or wall, as your threads pull you across the web.
  • When you teleport this way, your next weapon attack this turn deals +2d6 slashing damage.
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    Wireweaver

    At 15th level you are constantly preparing your field.
  • When you roll initiative, choose 3 spaces within 60 feet to be laced with hidden thread traps (visible only to creatures with Truesight or magical detection).
  • These traps last for 1 minute. If a creature:
  • Ends its turn in one, it must succeed a Dex save or take 2d10 slashing damage and have its movement speed halved until the end of its next turn.
  • Dashes through one, the trap automatically triggers.
  • Additionally, once per long rest, you may instantly reset all your traps, repositioning them as a bonus action.
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    World Web

    At 18th level once per long rest, you may activate the World Web as an action. For 1 minute:
  • Your reach increases by 10 feet
  • You may attempt to grapple any creature within reach as a bonus action
  • All enemies within your reach are considered in difficult terrain
  • When a creature moves more than 10 feet on its turn within your reach, you may use your reaction to force it to make a Dex save or take 5d10 slashing damage
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    Signature Move Upgrade II – Guillotine Thread (Final Form)

    At 18th level your Signature Move becomes more brutal:
  • You target up to 3 creatures within 60 feet, regardless of line of sight, so long as your wires have previously touched them this combat.
  • Each creature must make a Dex save or take 6d10 slashing damage and be restrained until the end of your next turn.
  • On a failure of 5 or more, the creature is instead blinded and silenced as the wires lash their face.
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    Battle Techniques

    Wire Lash

  • Cost: 1 Vitality Point
  • Action: Attack replacement
  •   Effect:
  • You lash out with a slicing wire at up to two creatures within 10 feet of you (or your weapon’s reach).
  • Make a separate attack roll for each creature.
  • On a hit, deal 1d10 slashing damage and the creature must succeed on a Dexterity saving throw or be grappled until the start of your next turn.
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    Thread Trap

  • Cost: 2 Vitality Points
  • Action: Bonus Action
  •   Effect:
  • You set a nearly invisible snare in a 5-foot square within 30 feet. The trap lasts for 1 minute or until triggered.
  • The first creature to enter or start its turn in that space must make a Dexterity saving throw or become restrained until the end of its next turn.
  • A restrained creature may use its action to make a Strength (Athletics) check against your Warrior Save DC to escape.
  • You can have a number of active Thread Traps equal to your proficiency bonus.
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    Silken Tether

  • Cost: 2 Vitality Points
  • Action: Bonus Action
  •   Effect:
  • Choose a point within 60 feet that’s attached to a solid surface. You launch a wire and tether yourself to that point until the end of your next turn.
  • You can use your reaction to:
  • Pull yourself up to 30 feet toward the tether
  • Or pull a Large or smaller creature you’ve grappled up to 15 feet toward the tether (Dex save negates)
  • You can use this to swing across gaps, avoid falling, or set up ambushes.
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    Thread Guillotine

  • Cost: 3 Vitality Points
  • Action: Attack replacement
  •   Effect:
  • Make a single melee or ranged weapon attack against a creature you have grappled or who is restrained by one of your effects.
  • On a hit, the attack is treated as a critical hit.
  • If the creature is below half HP, it must also make a Constitution saving throw or fall unconscious for 1 round.
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    Anchor Web

  • Cost: 2 Vitality Points
  • Action: Action
  •   Effect:
  • You throw down wires in a 15-foot radius around you that pull against movement.
  • Until the start of your next turn, this area is difficult terrain for your enemies.
  • If any creature in this area uses more than 15 feet of movement, they take 2d6 slashing damage as the wires cut them.
  • If they Dash, they must make a Dex save or fall prone.
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    Needle Line

  • Cost: 1 Vitality Point
  • Action: Bonus Action
  •   Effect:
  • You launch a taut thread coated in needle-sharp tension at a target within 30 feet.
  • The target must make a Dexterity saving throw or take 2d6 piercing damage and have disadvantage on the next attack roll they make before the start of your next turn.
  • If they’re already grappled or restrained, the damage becomes 2d10, and no save is allowed.
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    Wall Latch

  • Cost: 1 Vitality Point
  • Action: Bonus Action
  •   Effect:
  • You launch a wire into a wall, ceiling, or object, and swing or cling from it.
  • Until the end of your next turn, you gain climb speed equal to your walking speed and can move across vertical and upside-down surfaces without falling.
  • If you start your turn attached to a vertical surface, your first attack that turn gains advantage and deals +1d8 slashing damage.
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    Tension Snap

  • Cost: 2 Vitality Points
  • Action: Reaction (when a creature leaves your reach or moves through a trap)
  •   Effect:
  • You pull the thread taut and snap it with a burst of force.
  • The creature must make a Dexterity saving throw or take 4d6 slashing damage and have its speed reduced to 0 until the end of its turn.
  • On a success, they take half damage and keep moving.
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    Signature Move – Guillotine Thread

  • At 3rd level you launch a sudden flurry of wires at a distant enemy, aiming to entangle, slice, and sever.
  • Action: Replace one attack
  • Effect:
  • Choose a creature within 60 feet. Make a ranged weapon attack using Dexterity.
  • On a hit, the target takes 3d10 slashing damage, and must make a Strength save or be grappled and silenced until the end of your next turn.
  • If the creature was previously affected by a Wire Attack or Technique, it has disadvantage on the save.
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    Threadspinner Combo Finishers

    Crossing the Web (2 Combos)

  • movement through two of your snares or grappled targets.
  • Effect: One enemy takes 4d10 slashing damage and becomes restrained.
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    Silken Execution (3 Combos)

  • - Hit a grappled or restrained enemy with a melee attack.
  • Effect: The hit is a critical, and you may choose to end the grapple to halve their movement until the end of the encounter.
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    Snare Spiral Bloom (4 Combos)

  • - Three or more creatures affected by Wire Attacks.
  • Effect: You lash the battlefield. Each affected creature makes a Dex save or takes 6d10 psychic or slashing damage and is pulled 15 feet toward you.
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    Mastery Combo – The World Is a Web

    Trigger: Two Combo Finishers used, 6 combos accumulated.   Effect:
  • You become invisible and can move through any terrain as though weightless
  • You mark up to 5 creatures you’ve affected with Wire techniques this combat
  • At the start of your next turn, each marked creature takes 8d10 slashing damage, is blinded, restrained, and cannot speak for 1 minute on a failed Dex save
  • Whether or not they save, they must spend their action each turn making an Intelligence saving throw or automatically take 2d10 psychic damage as the threads sing through their nerves
  • You reappear, standing above the carnage.

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