Warlock
Base Class: Warlock

The Weaver is a powerful entity that grants its followers the ability of the webs and the Arachnids for this Ancient creature is one based on the primal fear of spiders. the main goal is to find the bugs of this world that must be destroyed.

Expanded Spell List

The Weaver 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.

Weaver Expanded Spells
Spell Level Spells

1st

alarm, command

2nd

blindness/deafness, web

3rd

spirit guardians, tiny hut

4th

vitriolic sphere, giant insect

5th

cloudkill, hallow

Weavers Tongue

You can commune with the specific insect world of spiders using them as friends or communication methods with this ability spiders tend to find themselves attracted to you following your move as if you were their own mother.

Woven Bindings

When you damage a creature with a spell and deal a quarter of the maximum damage, the creature loses 10f of movement and you may choose to move 5f towards it.  This lasts until the end of the creatures next turn

The Queens Brood Offerings

Starting at 6th level, your influence have spread further among your kin, they know to feed the mother they came from and with The Weavers power they do so for your benefit. When you or a non-humanoid ally damages a creature that has had its speed reduced you regain 1d6 hitpoints. 

Arachnid Physiology

Starting at 10th level, you have become more like those you summon gaining features from the creatures your patron controls that alter your anatomy and appearance. You gain resistance to poison damage and immunity to the poisoned condition in addition any spiders that try and attack you have disadvantage on the attack roll. 

Command Execution

Starting at 14th level, As an action you can pick a creature within 60f that you can see, that creature then makes a dexterity saving throw and a wisdom saving throw DC of your spellcasting saving throw DC if the creature fails the Dexterity saving throw it is restrained by strands of web until the end of your next turn and if it fails the wisdom save it is frightened of you for 3 rounds and it makes a save at the end of its turn.

At the end of your next turn the creature takes 8d10 poison damage as a swarm of spiders cover them and inject venom into their veins bypassing poison resistance and treating immunity like a resistance. 

Once you use this feature, you can’t use it again until you finish a long rest.

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