Base Class: Wizard
The Arachnomancer is a wizard who delves into the hidden depths of arachnid lore, drawing power from the enigmatic world of spiders and their intricate webs. These practitioners of spider-inspired magic master the art of manipulation, stealth, and venomous spells, commanding both fear and fascination in equal measure.
Arachnomancers form a profound bond with the spider kingdom, forging a connection that grants them unparalleled control over their environment. Through their arcane studies, they gain the ability to summon spider familiars, tiny creatures that scuttle at their side, spinning webs and aiding their master's endeavors. These spider familiars create intricate webs, ensnaring adversaries and creating treacherous terrain that leaves enemies entangled and vulnerable.
As they advance in power, Arachnomancers become adept at weaving venomous magic into their spells. With a mere touch of their arcane might, they infuse their damaging spells with potent venom, causing their targets to writhe in agony or succumb to debilitating poisons. The venomous spellcasting of an Arachnomancer is a fearsome aspect, spreading chaos and discord among their foes.
The Arachnomancer's connection to spiders culminates in the ability to create their own domain of webs. By tapping into the very essence of the spider, they can transform an area into a nightmarish web-filled landscape. This domain bestows significant advantages to the Arachnomancer, making it a treacherous realm for their enemies. Those unfortunate enough to be restrained within the spider's webs suffer not only physical entrapment but also the additional poison damage inflicted upon them.
At the pinnacle of their power, an Arachnomancer becomes a true embodiment of the spider queen's embrace. They gain resistance to poison, fortifying themselves against venomous assaults. Their ability to climb surfaces like a spider grants them unparalleled mobility, allowing them to traverse any obstacle with ease. Their spellcasting reaches its apex as their venomous magic becomes even more potent, afflicting their targets with disadvantage on saving throws against their poisonous spells.
Arachnomancers are enigmatic figures, their manner often mirroring the creatures they so closely associate with. They can be found lurking in the shadows, spinning their webs of deceit and manipulation. Whether they are seen as masterful weavers of fate or sinister enchanters, none can deny the power and allure that an Arachnomancer possesses.
Spider Familiar
At 2nd level, you gain the ability to summon a Tiny Spider Familiar as a bonus action. The Spider can look however you choose (as long as it is spider like) and is summoned as your familiar. It acts as per the find familiar spell (PHB, p. 240), except it has an additional ability:
Venomus Web. While the Tiny Spider is summoned any creature that starts its turn restrained by a web created by you or allies takes 1d4 poison damage.
Spider's Web. As a bonus action, your Spider Familiar can create a small web in a 5-foot square adjacent to it. The web lasts until the start of your next turn and provides the following benefits:
- Difficult Terrain: Creatures other than your familiar that enter or start their turn in the web must make a Dexterity saving throw against your spell save DC or become restrained until the start of their next turn.
Webcaster
Starting at 2nd level, you gain the ability to cast the web spell without expending a spell slot a number of times equal to your Intelligence modifier (minimum of once) and you regain the ability to do so when you finish a short or long rest. The spell is cast at its lowest level, and you use your spellcasting ability modifier for its saving throw DC.
Arachnid's Embrace
At 6th level, you gain the ability to summon a powerful Giant Spider with enhanced venom to aid you in battle. As an action, you can summon a magically empowered Giant Spider to fight alongside you. The summoned spider appears in an unoccupied space within 30 feet of you and acts immediately after you in the initiative order. The spider remains for 1 hour or until it is reduced to 0 hit points.
The summoned Giant Spider gains the following modifications:
-
Enchanted Venom: The Giant Spider's bite attack now deals an additional 1d6 poison damage.
-
Webcasting: Once during its turn, the Giant Spider can use a bonus action to create a web in a 10-foot cube within 30 feet of it. The web functions as the web spell, except it lasts until the end of the spider's next turn. The DC to escape the web is equal to your spell save DC.
- Magical Resilience: The Giant Spider has advantage on saving throws against spells and other magical effects
- Venomous Spellcasting: While the Giant Spider is summoned, your spells gain a venomous quality. Whenever you deal damage with a spell of 1st level or higher, you can choose to imbue it with venom. The target must succeed on a Constitution saving throw against your spell save DC or be poisoned until the end of its next turn. A creature immune to poison is unaffected by this feature.
In addition, the summoned Giant Spider's hit points and Armor Class are increased as follows:
- Hit Points: The Giant Spider's hit point maximum is increased by an amount equal to twice your wizard level.
- Armor Class: The Giant Spider's AC is increased by an amount equal to your proficiency bonus.
The summoned Giant Spider uses your saving throw DCs for its saving throws.
Additionally, the summoned Giant Spider benefits from any temporary hit points you gain from your class features or spells.
Once you have used this ability, you cannot use it again until you finish a long rest or expend another spell slot.
Spider's Domain
At 10th level, you gain the ability to create a web-filled area known as the Spider's Domain a number of times equal to your Intelligence modifier (minimum of once) before taking a long rest. As an action, you can cause an area with a 20-foot radius centered on you to become difficult terrain for creatures other than you. This area is considered to be filled with dense spider webs, which provide the following benefits:
- Creatures other than you have disadvantage on saving throws against spells.
- When a creature within the area of your Spider's Domain starts its turn restrained by a web (such as your Spider Familiar's web), it takes an additional 1d6 poison damage.
- While you are in you Spider' Domain whenever you cast a spell that deals damage, you can choose to alter its damage type to poison. This alteration applies to all targets affected by the spell. If the spell already deals poison damage, you can instead increase the damage by 1d6.
Spider Queen's Embrace
At 14th level, you fully embody the essence of spiders. You gain the following benefits:
- You gain immunity to poison damage and the poisoned condition.
- You can cast the spider climb spell without expending a spell slot and ingore material components. You can target yourself or willing creatures you can see within 30 feet of you.
- Whenever you cast a spell that deals poison damage, the target has disadvantage on its saving throw against the spell.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/29/2023 3:06:00 PM
|
19
|
0
|
1st
|
Coming Soon
|







Comments