Thread Master
The Thread Dancer is a rogue who wields manipulable threads as their weapon of choice, weaving strands of silk, hair, or other materials into deadly tools of combat and control. Whether inspired by the elegance of a spider’s web or the unyielding strength of a tightly woven cord, these rogues turn threads into extensions of their will. They entangle foes, set traps, and slice through enemies with precision and grace. Thread Dancers excel at exploiting the battlefield to their
advantage, manipulating their surroundings and enemies alike with their mastery of thread-based techniques.
Thread Arts
At 3rd level, you gain proficiency with Weaver's tools, and you learn to imbue threads with extraordinary precision and strength. You can create and control up to 30 feet of thread as part of your combat style. This thread is treated as a weapon you are proficient with and has the following properties:
Range: 30 feet.
Damage: 1d8 slashing damage. The thread has the finesse and reach properties.
Thread Techniques: As part of the Attack action, you can spend 1 bonus action to use your thread for the following effects:
Entangle: Force a creature within 30 feet to make a Strength saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failure, the creature is restrained until the end of your next turn.
Pull: Pull an object or creature weighing up to 100 pounds toward you (or yourself toward a fixed point) as long as the object or creature is within 30 feet. A creature must succeed on a Strength saving throw to resist being pulled.
Tactical Weaving
At 3rd level, you learn to create traps and barriers using your threads. As an action, you can spend 1 minute weaving a thread trap in a 10-foot square on a surface. This trap lasts for 1 hour or until triggered. When a creature enters the trap's area, they must make a Dexterity saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failure, the trap triggers, causing one of the following effects (your choice):
The creature becomes restrained until the end of its next turn.
The creature takes slashing damage equal to 2d8 + your Dexterity modifier as razor-sharp threads snap around them.
You can create a number of thread traps equal to your Dexterity modifier (minimum of 1) per long rest.
Silken Precision
At 9th level, your mastery of thread arts grants you unparalleled precision and versatility. When you use your thread weapon to attack a creature, you can choose one of the following effects:
If the target is restrained by your thread, you deal an additional 2d6 damage.
You can attack two creatures within 5 feet of each other in a single motion, making one attack roll against both. If the attack hits, roll damage separately for each target.
Additionally, you can now manipulate threads up to 60 feet away.
Web of Control
At 13th level, your threads create an intricate web of control across the battlefield. As an action, you can designate up to five points within a 30-foot radius of you and weave threads between them, creating a web-like network. This web lasts for 1 minute and has the following effects:
Creatures that move through the web treat it as difficult terrain.
If a creature crosses two connected points, you can use your reaction to force them to make a Dexterity saving throw. On a failure, they take 4d8 slashing damage and are restrained until the end of their next turn.
You and your allies can move freely through the web and gain advantage on attack rolls against creatures restrained by it.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Grand Threadmaster
At 17th level, you achieve mastery over thread arts, allowing you to dominate the battlefield and overwhelm foes. You gain the following abilities:
Ultimate Thread Control: As a bonus action, you can weave threads into the fabric of reality itself. For 1 minute, your thread attacks ignore resistance and immunity to slashing damage, and you can manipulate objects or creatures within 120 feet as if they were within your reach.
Thread Puppeteer: As an action, you can target a creature restrained by your thread. They must make a Strength saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failure, you gain control of their movements until the end of your next turn. You can use this ability to force them to attack, move, or interact with objects as if they were your ally.
Once you use Thread Puppeteer, you cannot use it again until you finish a long rest.
Comments