Lvl 1 (8pts): Silk Snare; HIT:[1d20+wis mod]; DMG (Slashing): [thread dmg+wis mod]; Pick a number of tiles within [5ft] of you and commit that number of thread charges to create hidden silk snares on the selected tiles (You cannot create more than [8] silk snares per turn). Roll a sleight of hand check to determine the spot DC of the created silk snares. Your silk snare range is [(Thread range*2)ft]. While you are within silk snare range, if a hostile moves into a silk snare, they automatically roll a dexterity saving throw against your perception check. On a success, you roll to hit the target with advantage. On a hit you deal {SSS}'s damage to the target, and are guaranteed to inflict the threads implict. On a failure, the thread snare misses the target. After the silk snare is activated, or if you leave the silk snare range, the commited thread charges are returned to you, and if you are above your natural thread limit, can be used until the chain ends. (1 action | chainable) {SSS}
Lvl 2 (8pts): +5 Comprehension. (Up to 350)
Lvl 3 (8pts): +1 to Wisdom Score. (Up to 35)
Lvl 4 (8pts): {SSS}'s HIT is now [1d20+wis mod+1].
Lvl 5 (8pts): +5 Comprehension. (Up to 350)
Lvl 6 (8pts): +1 to Dexterity Score. (Up to 35)
Lvl 7 (8pts): {SSS}'s Perception Check now gains a [+1] bonus.
Lvl 8 (8pts): +5 Comprehension. (Up to 350)
Lvl 9 (8pts): +1 to Wisdom Score. (Up to 35)
Lvl 10 (8pts): {SSS}'s HIT is now [1d20+wis mod+2].