Druid
Base Class: Druid

Druids of the Circle of the Web embrace their connection to arachnids, channeling their magic to enhance and replicate their abilities. Originating from the Underdark, their guardianship over the vast cave systems of the natural world make them a strange contrast from its denizens. These druids seek to not only protect, but integrate themselves into their environment, eventually becoming apex predators in a region if given time. 

Circle Spells

Your mastery over the arachnid grants you access to certain spells. At level 2 you learn the Sapping Sting Cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

 

2nd - Sapping Sting 

3rd - Spider Climb, Alter Self 

5th - Tremor Sense, Hypnotic Pattern

7th - Locate Creature, Polymorph 

9th - Hold Monster, Negative Energy Flood 

Arachnid Form

Starting at 2nd level you begin to unlock the abilities of the spider. You have tremor sense for up to 5ft radius around you. In addition to this, you are able to use a bite attack dealing 1d4 poison damage if a creature fails a Constitution saving throw against your spell DC. The Damage increases to 2d4 at 6th level, 3d4 at 9th level, and 4d4 at 12th level. 

Everlasting Web

At 3rd level you have the ability to transform into your hybrid arachnid form. As an action, you can expend a use of your Wild Shape feature to activate this form, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When casting the Web Spell centred around yourself, the area of the spell increases to a 40ft cube
  • You are not restricted by movement by rough terrain created by webbing
  • While in the Web, you are able to discern the location of any creature stuck in the web
  • You gain a climbing speed up to half your movement

These benefits last for 5 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.

Resilient Bindings

At 6th level, your Web is now more resilient to damage. Fire does not ignite the material and each 5ft square has an AC of 12 and 5HP. 

In addition to this, you can use an action to attempt to bind a creature tighter in your web. When within 5ft of a bound creature, you can expend an action to tighten your binds around the creature. Once done, the creature has disadvantage in attempts to break out of the web and every failure will result in an exhaustion point added to a maximum of 2. 

Living Ambush

At 10th level, after creating your web, you are able to concentrate for 1 minute to make yourself, your web, or both near invisible. Only a successful DC 14 perception check are you revealed. This ability dissipates when you move further than 100ft from your web. 

In addition to this, you can channel your druidic magics into your web. As a bonus action, you can make your web strike a creature within 5ft of your web utilising your melee spell attack bonus. On a successful hit the target takes 2d6 bludgeoning damage and must make a Dexterity saving throw or be pulled into the web. 

Complete Transformation

At 14th level, you have achieved your complete arachnid transformation. When transforming into your spider form you:

  • Are immune to poisoned
  • Have unhindered movement across any surface  except liquids 
  • Have tremor sense in a 30ft radius

And once per long rest, when utilising your bite attack, the target must make a constitution saving throw equal to your Spell Save DC. Upon failure, they are paralysed until the end of your next turn. 

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