Beginning at 1st level, you know how to use your spider looks to your advantage. When hiding among a forest area, in a tree, in a bush you gain advantage on the Stealth Check.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Arachnid Rogue table.

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.

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll.

You can quickly make an Arachnid Rogue by focusing on the Dexterity ability. With Dexterity as his highest you will also want strength and the ability to push down your foes to gain advantage on attacks and to pull foes away from combat.

As you create your Arachnid Rogue you must remember There's a spider (spider, spider) He's deep in my soul (soul) He's lived here for years (years) And he just won't let go He's laying around He's got a mean bite Now he's ready to fight... And stand up for what he knows.

Hiding in the tree top the Arachnid bides her time waiting patiently for an unsuspecting foe to walk underneath. As she spins her web she looks down to see a lone drunken bard walking along the path. Knowing that this is the perfect moment the spider slides down her web right behind the bard. With one swift movement, he grabs the bard and bites into his neck. Poison seeps into his veins and he lets out a loud terrified scream followed by silence. The Arachnid grabs her lunch and brings the bard back into her tree ready to chow down.

Web Spinning

At 1st level, you gain the ability to shoot web from your hands or thorax. The web has AC 10 and 5 Hit Points. Your enemies can become ensnared in your web they must pass a dc 12 strength check, upon a failed check they become ensnared on a successful check they move at half speed. The web can be shot up to 60 feet away and the area of a circle with a diameter of 30 feet.

Arachnophobia

Beginning at 2nd level you gain the ability to channel your spider form and scare any foe making them frightened. Every third level you gain another use. Once you use this feature, you can't use it again until you finish a short or Long Rest.

Spider Web Whip

When you reach 3rd level, you find more utility in your ability to shoot web. You can now bind foes with the web and you can grapple with them through the web. You also gain the ability to swing from your web and attack foes while swinging. As long as there is something above you to swing on you move at your normal speed but you are flying.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your 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.

Carcass Consumption

Beginning at 5th level, you realize your Spider potential to eat your foes. Eating a foe takes 10 minutes but you regain health equal to you Hit Die. You can take only one action and regain your level back in health.

Spiked Carapace

Beginning at 6th Level, your spiked body makes it so that you can retaliate on attacks. 3 times a day as a reaction, you can jettison spikes from your body and when an attacker makes an attack, you deal 1d6 piercing damage, and you gain resistance to slashing, piercing and bludgeoning until the beginning of your next turn. You regain uses after a long rest.

Arachnid Deity

When you reach 7th level you have the ability to call upon your spider brethren to help you attack your foes. The spiders shoot out in a 15-foot cone dealing 2d6 damage, this will ensare your foe making them unable to move until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or Long Rest.

Spider Senses

Starting at 9th level, you can nimbly dodge out of the way 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.

Spider Perfection

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

The Spider Pact

By 13th level, you have honed your web senses to know all that is going on with your web. While you and another ally on your web you have advantage on attacks. While on the web no enemy can have advantage on attack rolls against you or your allies.

Arachnid Anatomy

Upon reaching 18th level you gain four more limbs that prehensile, giving you the ability to grab multiple foes and wield multiple weapons. If you already have 8 limbs you sprout hands at the end of the stubs.

Eight Eye Accuracy

At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.Once you use this feature, you can't use it again until you finish a short or Long Rest.