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<blockquote data-quote="tetrasodium" data-source="post: 9199168" data-attributes="member: 93670"><p>d&d is math. Even this item is math that exceeds what is allotted to PCs. Worse it's a massive improvement in almost every way.</p><p>[spoiler="3.5dmg version"]</p><p>Item, eagle’s splendor; Price 4,500 gp.</p><p>Cloak of Arachnida: This black garment, embroi-</p><p>dered with a weblike pattern in silk, gives the wearer the</p><p>ability to climb as if a spider climb spell had been placed</p><p>upon her. In addition, the cloak grants her immunity to</p><p>entrapment by web spells or webs of any sort—she can</p><p>actually move in webs at half her normal speed.</p><p>Once per day, the wearer of this cloak can cast web. She</p><p>also gains a +2 luck bonus on all Fortitude saves against</p><p>poison from spiders.</p><p>Faint conjuration and transmutation; CL 6th; Craft Wondrous</p><p>spider climb, web; Price 14,000 gp; Weight 1 lb.</p><p>[/spoiler]</p><p></p><p>[spoiler="5e version"]</p><ul> <li data-xf-list-type="ul">You have resistance to poison damage.</li> <li data-xf-list-type="ul">You have a climbing speed equal to your walking speed.</li> <li data-xf-list-type="ul">You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.</li> <li data-xf-list-type="ul">You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.</li> <li data-xf-list-type="ul">You can use an action to cast the <a href="https://www.dndbeyond.com/spells/web" target="_blank">web</a> spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.<br /> </li> </ul><p>Notes: Resistance: Poison, Set: Innate Speed (Climbing), Control, Buff, Movement, Warding, Outerwear</p><p>[/spoiler]</p><p>+2 to save becomes immunity. moving half speed in webs becoming as if difficult terrain is still a massive improvement because web no longer slows targets to 5 feet for each full 5 points by which the check result exceeds 10 on a failed save, nor does it impose a bunch of penalties on a fail like it once did. </p><p></p><p>Cast web1/day to cast web 1/dawn is still an improvement because combat is now designed to ensure strategic use of crowd control is a relatively unimportant factor on the adventuring day combined with the ease of having the perfect number of web spells with the shift from vancian slot by slot prep to flexible spontaneous/neovancian ensuring that it will never be needed as a flexibility expansion or backup ace in the back pocket</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9199168, member: 93670"] d&d is math. Even this item is math that exceeds what is allotted to PCs. Worse it's a massive improvement in almost every way. [spoiler="3.5dmg version"] Item, eagle’s splendor; Price 4,500 gp. Cloak of Arachnida: This black garment, embroi- dered with a weblike pattern in silk, gives the wearer the ability to climb as if a spider climb spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort—she can actually move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders. Faint conjuration and transmutation; CL 6th; Craft Wondrous spider climb, web; Price 14,000 gp; Weight 1 lb. [/spoiler] [spoiler="5e version"] [LIST] [*]You have resistance to poison damage. [*]You have a climbing speed equal to your walking speed. [*]You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. [*]You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. [*]You can use an action to cast the [URL='https://www.dndbeyond.com/spells/web']web[/URL] spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. [/LIST] Notes: Resistance: Poison, Set: Innate Speed (Climbing), Control, Buff, Movement, Warding, Outerwear [/spoiler] +2 to save becomes immunity. moving half speed in webs becoming as if difficult terrain is still a massive improvement because web no longer slows targets to 5 feet for each full 5 points by which the check result exceeds 10 on a failed save, nor does it impose a bunch of penalties on a fail like it once did. Cast web1/day to cast web 1/dawn is still an improvement because combat is now designed to ensure strategic use of crowd control is a relatively unimportant factor on the adventuring day combined with the ease of having the perfect number of web spells with the shift from vancian slot by slot prep to flexible spontaneous/neovancian ensuring that it will never be needed as a flexibility expansion or backup ace in the back pocket [/QUOTE]
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