Base Class: Warlock
The Gray Portrait
Written by WHK (/u/GenuineBelieverer)
The speech of a god is the act of creation itself, but what happens when the gods lie? The small accumulated deceptions come together, forming a creature of webs and treachery, lies and deceit. The Weaver, it is called, but it is a being woven from the lies of the gods themselves. Its influence is felt each day, in the small comforts one tells oneself to the greatest of blasphemies against the divine concordant. Spiders toil in service to the Weaver, and you've joined them in your greed
Poisoned Mind
When you forge this pact at 1st level, your patron teaches you the first lie ever told.
You gain proficiency in the Deception skill, and gain 1d4 temporary hit points whenever you make a Deception skill check. Also, whenever you cast a spell of 1st level or higher that targets a single hostile creature, you can use a bonus action to force the target to make a Constitution saving throw. If it fails, it is poisoned for one round.
A Touch on the Web
At 6th level, you learn to summon the slaves of the Weaver to extract vengeance. Whenever you take damage from a melee attack, you can use your reaction to summon a horde of spiders into the space adjacent to you. They have the same statistics as a Giant Spider (MM 328), except they are Small. These creatures obey your commands and act on your turn. You can summon up to one spider per two warlock levels, and they disappear when slain or after one minute has passed.
Once you use this feature, you can't do so again until you finish a short or long rest.
Trickster's Dance
At 10th level, you can deceive even the fabric of reality. You gain proficiency in Dexterity saving throws. Additionally, you can cast blink without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.
Walk into my Parlor
At 14th level, your blood flows with poison, yet your words are smooth as honey. You gain immunity to poison damage and the poisoned condition. As an action, you can attempt to charm a single target that speaks a language.
The target must make a Wisdom saving throw against your warlock spell save DC. If they are in combat, they have advantage on this saving throw. If they fail, they are charmed for one minute and must obey a single verbal command of your choosing that does not put them in visible danger. After they fail to resist once, they have disadvantage on subsequent attempts to resist. Whenever a creature succeeds on their Wisdom saving throw, all subsequent attempts to resist have advantage. A creature that succeeds their Wisdom saving throw is aware that you are attempting to manipulate them, but cannot detect the magical nature of the manipulation without additional senses or detection by magical means. Whenever you finish a short or long rest, the saving throw for all creatures you've attempted to influence resets to normal.
Eldritch Invocations
Acolytes of the Arachnid
Prerequisite: Weaver of Lies patron, Pact of the Tome feature
Whenever you finish a short or long rest, you can perform a weaving ritual over the course of 10 minutes. When you finish, you can touch a number of creatures equal to your Charisma modifier. These creatures are immune to the web spell or natural webbing and climbing costs no extra movement while the creature is touching a web. This lasts until that creature finishes a short or long rest.
Assassin in the Dark
Prerequisite: Weaver of Lies patron, Pact of the Chain feature
If you have a shade widow as your familiar, it gains additional hit points equal to your warlock level. Whenever it uses the Bite action, you can use your reaction to impose disadvantage on the target's first Constitution saving throw
Binding Blast
Prerequisite: 9th level, Weaver of Lies patron, eldritch blast cantrip
Whenever you cast eldritch blast, you can use a bonus action to send transparent webbing to bind all targets that you've hit with your eldritch blast. All targets must make a Wisdom saving throw against your warlock spell save DC. Those that fail cannot move farther away from others that have also failed until the beginning of your next turn, as ethereal webbing ties them together
Blasphemous Whisper
Prerequisite: 7th level, Weaver of Lies patron
You can activate the Poisoned Mind feature whenever you cast a cantrip that targets only one enemy creature.
Lair of the Liar
Prerequisite: Weaver of Lies patron, 7th level
You can cast the web spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a short or long rest. Whenever you cast web and maintain concentration for the full duration, you can choose to have the web become permanent and impossible to dispel.
The Silver Tongue
Prerequisite: Weaver of Lies patron, Pact of the Blade feature
You can create a dagger made of silver and bone using your Pact of the Blade feature. This weapon deals psychic damage. Whenever you strike a creature with this weapon, you can choose to inflict no damage. When you do, the target must make a Wisdom saving throw. If they fail, they are charmed by you until the start of your next turn, and will not take hostile actions against you, but may target your companions.
A Prayer to a False God
"Oh Weaver, let what I have heard be false. Let your whispers speak to the world in which I live, for I have sinned so deeply and fully that even the gods themselves have turned their backs to me, and cast me into the shadow. Oh Weaver, Deceiver, Great Teller of Falsehoods, take me into your web that I might never see the truth of my deeds ever again..."
6th Era, author unknown
Traits of the Spidersworn
The blissful heresy of a servant of the Weaver comes from a corruption of the mind and soul. Consider adding one or more of these traits when creating a warlock or after spinning a great web of lies in service to the Weaver.
Roll Trait
1 You enjoy telling tall tales.
2 You take advantage of the gullible at every opportunity.
3 You view the gods in a poor light.
4 You greatly enjoy fooling the wicked.
5 You view trusting people as tools for your use.
6 You always try to get the last word in.
7 You tend to talk in circles.
8 You frequently reject the logical arguments of others.
9 You do not tell, you imply.
10 You enjoy betrayal, even against yourself.
11 Your skin has long barbed hairs growing from it.
12 Your eyes become a glowing gold color.
13 Your blood is green, like the ichor of an arachnid.
14 Your skin is an unhealthy hue.
15 Clothing or armor you wear for long periods of time becomes covered in spider web insignias.
16 You grow additional eyes on your forehead.
17 Your facial proportions seem somehow off.
18 Your shadow is always cast directly towards the nearest light source.
19 When you cast a spell, shadows shaped like spiders crawl from your mouth and rush to cover your hands.
20 Your skin is covered in chitinous plates.
Shade Widow Tiny construct, neutral
Armor Class 14
Hit Points 7 (2d4 + 2)
Speed 30 ft., climb 30 ft.
STR 10 (0) DEX 18 (+4) CON 12 (+1) INT 10 (+0) WIS 11 (0) CHA 11 (0)
Skills Perception +4, Stealth +8
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages understands Common and those known by its master but cannot speak Challenge 1 (200 XP)
Challenge 1 (200 XP)
Magic Resistance. The shade weaver has advantage on saving throws against spells and other magical effects.
Spider Climb. The shade widow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the shade widow knows the exact location of any other creature in contact with the same web.
Web Walker. The shade widow ignores movement restrictions caused by webbing.
Web Weaver. The shade weaver can produce enough natural webbing per minute to cover a 10- foot radius.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 +4) piercing damage plus 11 (2d6 + 4) poison damage and the creature must make a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat this saving throw at the beginning of each of their turns, ending the effect on a success
Expanded Spell List
The Weaver of Lies 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.
The Weaver of Lies Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Poisoned Mind
When you forge this pact at 1st level, your patron teaches you the first lie ever told. You gain proficiency in the Deception skill, and gain 1d4 temporary hit points whenever you make a Deception skill check. Also, whenever you cast a spell of 1st level or higher that targets a single hostile creature, you can use a bonus action to force the target to make a Constitution saving throw. If it fails, it is poisoned for one round.
A Touch on the Web
At 6th level, you learn to summon the slaves of the Weaver to extract vengeance. Whenever you take damage from a melee attack, you can use your reaction to summon a horde of spiders into the space adjacent to you. They have the same statistics as a Giant Spider (MM 328), except they are Small. These creatures obey your commands and act on your turn. You can summon up to one spider per two warlock levels, and they disappear when slain or after one minute has passed. Once you use this feature, you can't do so again until you finish a short or long rest.
Trickster's Dance
At 10th level, you can deceive even the fabric of reality. You gain proficiency in Dexterity saving throws. Additionally, you can cast blink without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.
Walk into my Parlor
At 14th level, your blood flows with poison, yet your words are smooth as honey. You gain immunity to poison damage and the poisoned condition. As an action, you can attempt to charm a single target that speaks a language. The target must make a Wisdom saving throw against your warlock spell save DC. If they are in combat, they have advantage on this saving throw. If they fail, they are charmed for one minute and must obey a single verbal command of your choosing that does not put them in visible danger. After they fail to resist once, they have disadvantage on subsequent attempts to resist. Whenever a creature succeeds on their Wisdom saving throw, all subsequent attempts to resist have advantage. A creature that succeeds their Wisdom saving throw is aware that you are attempting to manipulate them, but cannot detect the magical nature of the manipulation without additional senses or detection by magical means. Whenever you finish a short or long rest, the saving throw for all creatures you've attempted to influence resets to normal
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