Warlock
Base Class: Warlock

Followers of The Spider Queen are often those who have been spurned by society, forced off to live out most of their lives in isolation, secrecy, or dark dwellings. The Spider Queen seeks out these oddballs, weirdos, and outcasts and welcomes them into Her family. Patrons of this arachnid entity quickly learn that Her web of influence spreads across much of their world.

Spider Queen Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Spider Queen Spells table, you thereafter always have the listed spells prepared.

Spider Queen Spells
Warlock Level Spells
3 Entangle, Jump, Melf's Acid Arrow, Pass Without Trace, Infestation
5 Fear, Slow
7 Hallucinatory Terrain, Vitriolic Sphere
9 Far Step, Insect Plague

Borne of the Web

Starting at 3rd level, your patron has altered your anatomy to be more akin to her other arachnid children. You are now quick and lithe like a spider. You gain the following:

  • You cannot be surprised, and in combat, until you begin your first turn, you have advantage on Dexterity saves and attacks against you have disadvantage.
  • You gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free without needing to make any ability checks.
  • You treat falls from great heights as if you fell from 50 feet less.

Web Slinger

Starting at 6th level, you gain the ability to spin silken webs much like your patron and Her kin. You learn the Web spell, and can cast it without consuming a spell slot or requiring spell components, it still requires your concentration to maintain, and you ignore movement restrictions caused by webbing. You can cast the spell this way a number of times equal to your Proficiency bonus per short rest.

If you cast a second spell that requires your concentration, you may concentrate on both spells simultaneously so long as one of the spells is your Web. Should your concentration be broken, both spells end. If you have two Web spells active at the same time, you cannot concentrate on a third spell. 

Additionally, as a bonus action, you can project a concentrated line of sticky webbing to a target you can see within 60 feet of you, where it will stick and become anchored. This line of webbing can act as a temporary rope, allowing you use your action to pull yourself up to your movement speed towards the anchor point, grab a small object weighing no more than 25 pounds, or take any other actions that you could with a rope. You can have a number of these threads active at a time equal to your Proficiency bonus, and all threads dissolve after 10 minutes.

Envenomed

Starting at 10th level, the magic and abilities granted to you have become enhanced with deadly spider venom. You may now have your Warlock cantrips deal 2d6 poison, acid, or necrotic damage per damage roll instead of their standard damage types and amounts.

Additionally, whenever a creature starts its turn in or enters one of your webs, you may have them make a Constitution saving throw against your spell casting DC. The effected creature takes 3d8 points of poison, acid, or necrotic damage on a failure and half that damage on a success.

The Mother's Children

Starting at 14th level, whenever you defeat a foe, your patron sees fit to bring forth some of Her other children to aid you in your conquest. Whenever a creature dies within 30 feet of you or within the area of a web, you may use your reaction to summon your choice of either three giant spiders or one phase spider.

Each spider is friendly to you and your allies, and acts immediately after you in initiative. A spider attacks the closest hostile creature to it unless you spend a bonus action on your turn to command it to attack a more specific target. After 10 minutes, the summoned spiders return to their Mother and vanish.

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