Fighter
Base Class: Fighter

Drawn to the beauty and power spiders, the spider knight has learned to use it as their own. Spider knights are powerful warriors who have spent time among the spiders. Though most are from the Underdark, there are spider knights all over the world. Some many worship Lolth, while others choose to just use the power of the spider. A spider knight is not a master of spiders, but an equal in their own eyes. 

Spider Companion

You may use the find familiar spell during a long rest without any components, the familiar is always a giant spider 

You call forth your ally and companion, the spider that you have trained along side with. 

Spider's gift

As a spider knight you possess resistance from all forms of poison, and the ability to understand and speak with spiders.

The Web Master

Starting at 7th level, you gain the ability to cast web, you can cast it as many times equal to your proficiency bonus

At 7th level, a spider knight gains the ability to create a wall-like barrier of webs once per day. Unlike the webs produced by the web spell, those in the wall of webs are resistant to fire and as tough as steel. A wall of webs functions like the wall of stone spell, except it will ensnare anyone who touches it. The spider knight can use has the ability to move through the wall unhindered and fine. You can use it once between long rests. 

The Spider knight also has the ability to walk through webs unhindered. 

The spider's bond

At 10th level, you may use your find familiar during a long rest to call forth a stronger ally, a phase spider 
You gain the ability to use spider climb as a bonus action on yourself 
You are also immune to poison 

The Spider Commander

At 15th level the spider knight gains the ability to use command, but only on spiders and spider-like creatures. They can use this once between long rests. 

The spider knight also has the ability to call forth a swarm of spiders to attack their target. It is an action and can be used once between long rests. The swarm of spiders deals 10d4 poison damage. The target must make dex saving throw of 16, on a success they only take half damage, but on a failure they take full damage and then must make a second saving throw. They must make a con save of 18 when they fail the first save, on a success nothing happens, but on a failure the target is now poisoned. 

The Spider Vessel

At 18th level you have learned to master the way of the spider. Spiders and other insect creatures will hesitate to attack you.
You also gain the ability to heal yourself by draining the energy from another creature. Once between long rests you may heal yourself for half the damage you dealt in one turn.
You also know the make up/ingredients of any poison by taste
You also gain the ability to empower your weapon, for 1 minute the weapon will deal 6d4 poison, along with its' other damages. The target then must make an 18 con save or be poisoned. 

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