Base Class: Rogue
You have devoted yourself to the spiders of the world using them as a weapon. Some Drow who seek to devote themselves wholly to Lolth, the Spider Queen, sometimes walk the sinister path of the arachnomancer. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place. Others simply find Spiders fascinating and form a connection to them through study or devotion. Whatever the reason for your connection, they now come when you call, which isn't good news for those in your way.
Spider Queens Blessing
3rd-level Aracnomancer feature
Upon choosing this subclass you gain advantage on saving throws against poison and resistance to poison damage and darkvision out to a range of 30ft. If you already have darkvision it extends by 30ft. You also gain a climbing speed equal to your walking speed.
You also gain access to the web spell. You can cast it at its lowest level a number of time equal to your proficiency bonus per long rest.
Convoke the Cluster
3rd-level Arachnomancer feature
You call to the swarms of spiders that cling all around in the shadows to aid you in battle. As a bonus action you can summon a Swarm of deadly spiders. They converge at a point you can see within 30 feet. Any creatures within 10ft of the swarm when it appears must succeed a wisdom save equal to 12 plus you Proficiency bonus or become frightened. Anyone who is frightened may repeat the save at the end of their turn ending the effect on a success.
You may do this a number of times equal to half your proficiency bonus rounded down per long rest. The swarm is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Spider Cluster stat block, which uses your proficiency bonus (PB) in several places. You determine the clusters appearance. It can be a pile of spiders or even resemble a rough humanoid shape. You also choose the damage type associated with you spiders when you summon them, choosing from the Aspect options you have unlocked.
Small Swarm of Tiny Beast
Armor Class 8 + PB (natural armor)
Hit Points 5 + five times your Rogue level (the cluster has a number of Hit Dice [d8s] equal to your rogue level)
Speed 30 ft., 30 ft. climb.
Saving Throws Dex +1 plus PB
Damage Immunities determined by the aspect chosen when summoned
Senses darkvision 60 ft., blindsight 10ft, passive Perception 8
Languages Cannot speak but understand the languages you do.
Challenge — Proficiency Bonus (PB) equals your bonus
Arachnid Aspect. When you summon the cluster, choose an aspect you have unlocked. This determines the way your cluster functions in multiple places in this table.
Actions
Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d4 plus PB piercing damage plus 1d4 aspect damage.
Ember Aspect Bite. Deals an additional 2d6 Fire Damage and ignites the target. They take an additional 3d6 fire damage at the end of each of their turns unless they use their action to put out the flames.
Acidic Aspect Bite. Deals an additional 4d6 Acid Damage
Engulf. PB/Per Day: The cluster attempts to cover a target of your choice within 5ft of it that is the same size or smaller than the cluster. The target must make a dexterity saving throw of 12 plus PB or become completely covered in the spiders. While cover in this way the target is Blinded and Deafened. The target takes 1d4 damage of the chosen aspect at the start of its turn while covered. The spiders must use their action to maintain the engulf on their turn. On the targets turn they may use their action to repeat the saving throw, ending the effect on a success.
Ice Aspect. While engulfed the target is considered frozen and becomes Incapacitated and restrained
Rend Aspect. While engulfed the target takes 2d4 slashing damage anytime it moves, such as using its movement or making an attack.
Static Aspect. While engulfed the target takes an additional 2d4 lightning damage at the start of its turn and must make a constitution save equal to 12 plus your PB or become partially paralyzed for the rest of their turn making it only able to make one attack and reducing its speed to half.
Bonus Action
Toxic Degeneration. PB/per day: When using certain aspects you can choose to inject toxins into the target for additional effects. The targets can repeat the save at the end of each of their turns, ending the effect on a success.
Poison Aspect. Target takes an additional 1d4 poison damage and must make a constitution saving throw equal to 12 plus your PB or become poisoned.
Necrosis Aspect. The target takes an additional 2d4 necrotic damage and must make a constitution saving throw equal to 12 plus your PB or become weakened. weakened targets take a 1d6 penalty to attack rolls and saving throws.
Neural Aspect. The target takes an additional 1d4 psychic damage and must make a wisdom saving throw of 12 plus your PB or become stunned.
Cluster Aspects
You get the ability to choose aspects for your spider clusters that shape the way they function. Choose two now from the options listed. You gain additional choices and options at levels 7, 11, and 15.
Acidic Aspect
Prerequisite: Level 11
Your Cluster injects acid with each bit causing immediate deterioration of the flesh.
Anywhere in the Spider Cluster table you add aspect damaged the damage type is Acid. You also gain access to the Acidic Aspect feature under the Bite action.
Ember Aspect
Prerequisite: level 7
Your Cluster is made of spiders from the plane of fire, allowing them to intenerate their targets.
Anywhere in the Spider Cluster table you add aspect damage the damage type is fire. You also gain access to the Ember Aspect feature under the Bite action.
Ice Aspect
Prerequisite: Level 15
Your Cluster is made up of ice spiders that freeze their targets to the bone.
Anywhere in the Spider Cluster table you add aspect damaged the damage type is Cold. You also gain access to the Ice Aspect feature under the Engulf action.
Necrosis Aspect
Prerequisite: level 3
You Clusters toxins are designed to target the muscles and flesh weakening their prey for an easier kill.
Anywhere in the Spider Cluster table you add aspect damage the type is necrotic. You also gain the Necrosis Aspect feature under the Bonus Actions tab.
Neural Aspect
Prerequisite: Level 11
Your Cluster injects a toxin that attacks the nervous system of its prey, making it hard for them to function.
Anywhere in the Spider Cluster table you add aspect damaged the damage type is psychic. You also gain access to the Neural Aspect feature under the Bonus Actions tab..
Poison Aspect
Prerequisite: level 3
Your cluster is made up of especially poisonous spiders, allowing them to deal extra damage and poison their targets, making them easier prey.
Anywhere in the Spider Cluster table you add aspect damage the type is poison. You also gain the Poison Aspect feature under the Bonus Action tab.
Rend Aspect
Prerequisite: level 7
Your Cluster is comprised of spiders whose legs are like razorblades, making any contact with them an extremely deadly experience.
Anywhere in the Spider Cluster table you add aspect damage the damage type is slashing. You also gain access to the Rend Aspect feature under the Engulf action.
Static Aspect
Prerequisite: level 3
Your Cluster is charged with enough static electricity to harm and weaken their target.
Anywhere in the Spider Cluster table you add aspect damage the damage type is lightning. You also gain the Lightning Aspect feature under the Engulf action.
One With The Swarm
9th-level Arachnomancer feature
You also gain access to the insect plague spell, and can cast it at its lowest level 3 times per long rest.
Your Spider Cluster grows capable of gathering even more spiders, allowing it to become medium size.
Carapace. As an action you can cause you cluster to engulf you giving you the following benefits. You deal an extra 2d4 damage matching your chosen aspect, and you also gain resistance to the choses damage type as well. Finally any damage taken is split between the cluster and yourself, with the cluster taking any remainder. While acting as your carapace the cluster cannot take any actions until it stops.
Phase Walker
13th-level Arachnomancer feature
Your Spider Cluster gains the ability of the Phase Spiders, allowing it to blink in and out of existence.
Ethereal Jaunt. As a bonus action, the Cluster can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
If the spider is currently your carapace you can use your bonus action to use the Ethereal Jaunt.
Therefore I am
17th-level Arachnomancer feature
Your clusters size is now large.
Your bond with the spiders and devotion to Arachnomancy pushes you to become the very thing most people fear.
Change Shape (Recharges after a Long Rest). You magically transform into a large spider humanoid hybrid with the upper body or your base form, and the lower body of a spider much like that of a Drider. You remain in this form for up to 10 mins, until you are reduced to 0 hit points, or drop the form (no action required by you). While in this form you gain the following benefits; You gain temporary hit points equal to twice your rogue level, your speed increases by 10ft, you gain blindsight out to a rang of 30ft, and you can make one additional attack as a bonus action when you take the attack action. You also gain access to a Bite Attack.







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