Warlock
Base Class: Warlock

You have entered into a pact with an ancient arachnid entity of great power. An arthropod in origin, now blended with eldritch energies beyond the reach of the Material Plane, and now shared in power with you. Is this arachnid using you to cover the world in its web, or are you merely a messenger to warn the world of its might while they can still surrender?

Perhaps you ventured too deep into the Underdark and came face to face with The Arachnid while held within its nest, making a deal for your release. Or maybe you were born to the cult of The Arachnid, with all of its members having sworn an oath to spread the entity's web far and wide. However you came upon this pact, The Arachnid now looms heavy in the back of your mind, empowering your abilities.

Beings of this classification that might empower a warlock include spiders, scorpions, mites, or ticks of the gargantuan variety. Perhaps your patron does not have one form, but many. Or it may be that The Arachnid is rather a hive mind of multiple powerful arthropods, with a collective consciousness that thinks as one.


 

Expanded Spell List

1st-level Arachnid feature

The Arachnid lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Arachnid Expanded Spells
SPELL LEVEL SPELLS
Cantrip  shocking grasplight
1st  inflict woundsjump
2nd   web, darkvision

 

Arachnid Form

1st-level Arachnid feature

Since taking this pact, your skin has taken on a more carapace-like exterior. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

You also gain a climbing speed of 30 feet, and you can move up, down, and across vertical surfaces and upside down along ceilings, as long as your hands are free.

In addition, you gain a feature that matches your patron's arachnid origins, chosen below. Each arachnid type will have an additional set of choices when you reach 10th-level.

Scorpion Incarnate

Your patron either is or once was a scorpion. Through the creation of your pact, you have taken on some of their appearance through the growth of a scorpion tail of your own.

This scorpion tail has a poisonous stinger on the end, and can be used as a natural weapon that deals piercing damage equal to 1d6 + your Strength modifier. Once per turn, you can deal an additional amount of poison damage to a target hit with this stinger. The poison damage dealt is equal to your Charisma modifier.

Wall Crawler

Your climbing speed increases by 10 feet, to a total climbing speed of 40 feet.

In addition, you have gained two spider-like appendages that can retract and expand from your torso as a bonus action. These cannot be used to manipulate or hold items, but can help with your climbing. If you have your spider appendages expanded, you can perform normal actions with your hands while your other four limbs maintain contact with a surface you are climbing.


 

Web Weaver

6th-level Arachnid feature

Through the bond of your arachnid pact, you have now gained the ability to conjure webs similar to those from a spider.

As an action, you can now summon a string of silk akin to a spider's web that shoots forth from your hand toward a solid surface you can see within 40 feet. These webs are sticky to the touch, with each string lasting up to 10 minutes before disintegrating. The conjuring of a web is classified as a spell.

The webbing can be attacked and destroyed, with each web having 10 AC, 5 HP, vulnerability to fire, and immunity to bludgeoning, poison, and psychic damage. If multiple webs are strung together, the AC of that web combination can reach a maximum of 18 AC, and a total of 40 HP (8 webs).

You can use these webs for the following purposes:

Swing.  You can anchor the web to a surface, with its tensile strength being strong enough to swing from. To do this, choose a secure, solid surface within range to act as your anchor point for the swing. Your movement can then be used to swing from the anchor point at the same rate as your walking speed. A creature wearing medium or heavy armor that attempts this will break the web.

Rappel & Climb.  Attaching the web to a solid surface, you can easily rappel down or climb up from the web, up to this spell's range. A creature wearing medium or heavy armor that attempts this will break the web.


You may also choose one of the following combat moves from the list below. You may only have one combat move selected at a time, but you may switch out your combat ability for a different one during a short rest.

Blinding Web

As an action, you can shoot a wad of webbing toward the eyes of a creature within 20 feet of you that you can see. The targeted creature must succeed on a Dexterity saving throw or become blinded until they, or another creature, takes a bonus action on their turn to remove the webbing.

Conduction Webs

You can deliver spells with a range of touch over a distance of 15 feet through your webs. To do this, you must be touching one end of a web, with the other end also touching the target. You cannot summon your web as part of the same action that is used to cast the spell.

This feature can be combined with the usage of the Web spell, but your target must still be within 15 feet of you.

Grapple Webs

As an action, you can shoot your webs and attempt to grapple a medium or smaller creature within 15 feet of you. The targeted creature must succeed on a Strength saving throw against your Spell Save DC or become grappled. The webs wrapped around them has an AC of 10, 5HP, vulnerability to fire, and immunity to bludgeoning, poison, and psychic damage.

Web Pull

As an action, you can shoot your webs and attempt to pull a medium or smaller creature that you can see within 40 feet of you. The targeted creature must make a Strength saving throw against your Spell Save DC. On a failed saving throw, the target can be pulled either 10 feet closer to you, or prone to the ground (your choice).


 

Gaze of the Spider

6th-level Arachnid feature

Your arachnid form has become even more apparent, as you can now summon 6 more eyes on your face that are invisible when closed. With this new array of eyes and a heightened awareness of danger, you can now add a bonus to your Initiative that is equal to your Charisma modifier.

In addition, you can now see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, you can instead now see see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.


 

Improved Arachnid Form

10th-level Arachnid feature

Your arachnid form has advanced, giving you an improved feature related to your patron's type. Choose one of the following two choices for your appropriate patron.

Humanoid Appendages (Wall Crawler)

Prerequisite: 10th-level Arachnid, Wall Crawler feature

With enhanced power, your spider appendages have now become full-fledged arms that are identical to your own, each capable of holding and manipulating items and moving independently of one another. You can use these appendages to grapple a target, still leaving you with your original arms and hands available.

Pincers (Scorpion Incarnate)

Prerequisite: 10th-level Arachnid, Scorpion Incarnate feature

As a bonus action, you can transform either one or both of your hands into scorpion claws that are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal piercing damage equal to 1d4 + your Strength modifier. They can also be used to cut and trim various items, such as rope or twine.

If you are currently grappling another creature while these pincers are summoned, and you choose to attack that grappled creature with these pincers on your turn, you can use your bonus action on your turn to make a second unarmed strike against that creature you are grappling.

Poison Sting (Scorpion Incarnate)

Prerequisite: 10th-level Arachnid, Scorpion Incarnate feature

Your scorpion tail has now become empowered with a more potent toxin. When attacking with your scorpion stinger, you can choose to forego any damage dealt by this stinger to instead attempt to poison your target.

On a successful hit, the targeted creature must make a Constitution saving throw against your Spell Save DC or become poisoned for up to 10 minutes. At the end of each of its turns, the creature can attempt to make another Constitution saving throw, ending this effect on a success. Once a creature has successfully resisted this poison, it can no longer be poisoned in this way for 1 hour.

Web Slinger (Wall Crawler)

Prerequisite: 10th-level Arachnid, Wall Crawler feature

With practice comes perfection, and that is exactly what you've done with your webs.

You can now shoot and use your standard webs as a bonus action on your turn, instead of an action. This does not include the combat abilities that are granted in the Web Weaver feature, only your movement-based abilities.


 

Crawling Allies

10th-level Arachnid feature

Your patron has seen how well you can handle your power, and is now willing to spare you some of its minions to aid you in your efforts.

As an action, you can now summon arachnid allies a number of times equal to your Charisma modifier. The arachnids you can choose from are in a list below, with some having varied usage expenditures. You regain all uses of this feature after a long rest.

Each of your arachnid allies disappear after 1 hour, and will also disappear if you are ever more than 100 feet away from them. During this time, they regard you as an ally and will obey your commands to the best of their ability. You can summon any number of your remaining uses as you wish with a single action, with each ally appearing at a point you designate within 15 feet of you. These creatures share your initiative count, with them each taking their turns immediately after yours.

Arachnid Allies:

  • Spider (1 Use)
  • Giant Wolf Spider (1 Use)
  • Giant Spider (1 Use)
  • Scorpion (1 Use)
  • Giant Scorpion (2 Uses)

Note: This ability grants the "Conjure Animals" spell, but only as a means of tracking usage on a character sheet. This spell is not granted as a known or usable spell.


 

Web Portals

14th-level Arachnid feature

Your patron has granted you the ability to travel between a network of nests that you create for yourself through the use of teleportation magic.

If you take at least one hour, you can create a permanent nest out of your conjured web shots that takes up an entire 5 foot area. You can create up to three of these, with nests created thereafter causing a previous nest of your choice to be magically destroyed. Each nest has an AC of 15, 80 HP, vulnerability to fire, and immunity to bludgeoning, poison, and psychic damage.

Using a pact slot, you can open a portal within one web nest that you can see, choosing any of your currently available nests on the same plane as the destination. Any creature of your choice that can fit through the portal can travel with you. The portal remains open for up to 10 minutes, or until dispelled.


 

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The Arachnid Image

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