Warlock
Base Class: Warlock

You have entered into a pact with an ancient arachnid entity of great power. An arthropod in origin, now blended with eldritch energies beyond the reach of the Material Plane, and now shared in power with you. Is this arachnid using you to cover the world in its web, or are you merely a messenger to warn the world of its might while they can still surrender?

Perhaps you ventured too deep into the Underdark and came face to face with The Arachnid while held within its nest, making a deal for your release. Or maybe you were born to the cult of The Arachnid, with all of its members having sworn an oath to spread the entity's web far and wide. However you came upon this pact, The Arachnid now looms heavy in the back of your mind, empowering your abilities.

Beings of this classification that might empower a warlock include spiders, scorpions, mites, or ticks of the gargantuan variety. Perhaps your patron does not have one form, but many. Or it may be that The Arachnid is rather a hive mind of multiple powerful arthropods, with a collective consciousness that thinks as one.


 

Expanded Spell List

1st-level Arachnid feature

The Arachnid 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.

Arachnid Expanded Spells
SPELL LEVEL SPELLS
Cantrip  shocking grasplight
1st  inflict woundsjump
2nd   web, darkvision

 

Arachnid Form

1st-level Arachnid feature

Since taking this pact, your skin has taken on a more carapace-like exterior. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

In addition, you gain a feature that matches your patron's arachnid origins, chosen below.

Scorpion Incarnate

Your patron either is or once was a scorpion. Through the creation of your pact, you have taken on some of their appearance through the growth of a scorpion tail of your own.

This scorpion tail has a poisonous stinger on the end, and can be used as a natural weapon that deals piercing damage equal to 1d8 + your Strength modifier. Once per turn, you can deal an additional amount of poison damage to a target hit with this stinger. The poison damage dealt is equal to your Charisma modifier.

In addition, you can use a bonus action to magically transform your hands into a set of vicious scorpion pincers that can be used as natural weapons that each deal piercing damage equal to 1d4 + your Strength modifier. You can attack with your pincers twice, instead of once, whenever you take the Attack action on your turn.

If you hit with these claws, you can attempt to grapple the target as a bonus action. If a creature is currently being grappled by you in this way at the start of your turn, you can automatically deal an amount of piercing damage to them that is equal to 1d4 + your Strength modifier.

Wall Crawler

Your patron is a spider-like entity of great power. You gain a climbing speed of 40 feet, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

In addition, you have gained two spider-like appendages that can retract and expand from your torso as a bonus action. These cannot be used to manipulate or hold items, but can help with your climbing. If you have your spider appendages expanded, you can perform normal actions with your hands while your other four limbs maintain contact with a surface you are climbing.


 

Web Weaver

1st-level Arachnid feature

Through the bond of your arachnid pact, you have now gained the ability to conjure webs similar to those from a spider. You can now cast the following cantrip at will:

Web Shot: As an action, a string of silk akin to a spider's web shoots forth from your hand toward one target you can see within range. These webs are sticky to the touch, with each string lasting up to one minute. Up to three webs can exist at one time, with the oldest webs disappearing if more than three are conjured.

The webbing can be attacked and destroyed, with each web having 10 AC, 5 HP, vulnerability to fire, and immunity to bludgeoning, poison, and psychic damage. If multiple webs are strung together, the AC of that web combination can reach a maximum of 18 AC, and a total of 40 HP (8 webs).

If the target of a web shot is a creature, you can choose one of the following effects:

  • Pull: You can attempt to pull the target either 10 feet closer to you or pull the creature to the ground, prone. The creature must succeed on a Strength saving throw to avoid this.

  • Wrap: Twirling the web shot around the creature, you can attempt to grapple it with these webs, with your spell save DC as the opposing grapple check.

If the target is not a creature, you can choose to use the webs for the following:

  • Swing: You can anchor the web to a surface, with its tensile strength being strong enough to swing from. To do this, choose a secure, solid surface within range to act as your anchor point for the swing. Your movement can then be used to swing from the anchor point at the same rate as your walking speed. A creature wearing medium or heavy armor that attempts this will break the web.

  • Rappel & Climb: Attaching the web to a solid surface, you can easily rappel down or climb up from the web, up to this spell's range. A creature wearing medium or heavy armor that attempts this will break the web.

 

Gaze of the Spider

6th-level Arachnid feature

Your arachnid form has become even more apparent, as you can now summon 6 more eyes on your face that are invisible when closed. With this new array of eyes and a heightened awareness of danger, you have gained expertise in the Perception skill.

In addition, you can now see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


 

Web Warrior

6th-level Arachnid feature

You have mastered the use of your web shots, and can now use them defensively. When a creature (including yourself) within 40 feet of you is targeted for an attack, you can use your reaction to pull that creature out of the way, imposing disadvantage on the attack roll. If the target is any other creature, they are pulled 5 feet closer to you. If you are using this reaction for yourself, you can target any surface within range to pull yourself 5 feet in that direction.

In addition, you no longer have a limit to the number of Web Shots you can summon, your webs last for up to 1 hour before disappearing, and you can now cast spells with a range of touch from a distance of 40 feet if your webs are currently attached to a creature and you are touching the other end or any interconnecting webs.

If the spell cast in this way is cast using a pact slot, every creature in contact with the web within that range, other than yourself, will be targeted for its effect. This ability can be combined with the Web spell, affecting any creatures caught within. If the spell cast requires an attack roll, you must make an attack roll for each additional creature that will be affected. If a saving throw is required, each affected creature must roll a saving throw. If a spell cast in this way has a lasting effect, that spell can still only benefit or affect the total number of creatures specified in the spell's description.


 

Crawling Allies

10th-level Arachnid feature

Your patron has seen how well you can handle your power, and is now willing to spare you some of its minions to aid you in your efforts. As an action, you can now cast Conjure Animals, but abiding exclusively by the following rules.

You can now summon arachnid allies a number of times equal to your Charisma modifier. The arachnids you can choose from are in a list below, with some having varied usage expenditures. You regain all uses of this feature after a long rest.

Each of your arachnid allies disappear after 1 hour, and will also disappear if you are ever more than 100 feet away from them. During this time, they regard you as an ally and will obey your commands to the best of their ability. You can summon any number of your remaining uses as you wish with a single action, with each ally appearing at a point you designate within 15 feet of you. These creatures share your initiative count, with them each taking their turns immediately after yours.

Arachnid Allies:

  • Spider (1 Use)
  • Giant Wolf Spider (1 Use)
  • Giant Spider (1 Use)
  • Scorpion (1 Use)
  • Giant Scorpion (2 Uses)

 

Web Portals

14th-level Arachnid feature

Your patron has granted you the ability to travel between a network of nests that you create for yourself through the use of teleportation magic.

If you take at least one hour, you can create a permanent nest out of your conjured web shots that takes up an entire 5 foot area. You can create up to three of these, with nests created thereafter causing a previous nest of your choice to be magically destroyed. Each nest has an AC of 15, 80 HP, vulnerability to fire, and immunity to bludgeoning, poison, and psychic damage.

Using a pact slot, you can open a portal within one web nest that you can see, choosing any of your currently available nests on the same plane as the destination. Any creature of your choice that can fit through the portal can travel with you. The portal remains open for up to 10 minutes, or until dispelled.


 

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