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.
Expanded Spell List
The Spider Queen 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.
Spider Queen Expanded Spells
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Borne of the Web
Starting at 1st 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 25 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, 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 Charisma modifier (minimum 1) 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 Eldritch Blast cantrip deal 2d6 poison, acid, or necrotic damage per beam instead of the standard 1d10 force damage.
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.
Previous Versions
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9/21/2023 8:46:50 PM
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Coming Soon
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Posted Mar 30, 2024This was an unexpected but absolutely amazing review! Thank you so much, you've made my day.
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Posted Mar 29, 2024Finally, a web that's starting to feel like it's worth getting entangled in.
Expanded Spell List: Entangle and Jump for level 1 spells? That's like giving someone a pair of socks and a pogo stick before sending them into battle. And Far Step at level 5? It's like saying, "Why walk when you can teleport?" Overall, this list feels like it's weaving a more cohesive web of spells that truly embody the essence of the Spider Queen.
Borne of the Web: Now this is what I'm talking about! Altering your anatomy to be more spider-like? It's like getting a superhero makeover, but with eight legs instead of a cape. And the bonuses to Dexterity saves and climbing speed? It's like having a spider's agility combined with the grace of a ballet dancer.
Web Slinger: Spinning webs like your patron? That's the ticket! Casting Web without spell slots or components is a neat trick, and the ability to concentrate on multiple spells at once adds a layer of versatility. Plus, the bonus action to project webbing as a temporary rope? It's like having your own personal grappling hook wherever you go.
Envenomed: Enhancing Eldritch Blast with deadly spider venom? Now we're talking! Turning your blasts into a cocktail of poison, acid, or necrotic damage is delightfully wicked. And the additional damage to creatures caught in your webs? It's like adding insult to injury, or in this case, venom to silk.
The Mother's Children: Summoning giant spiders or phase spiders after defeating a foe? That's the icing on the spider cake! It's like having a creepy-crawly cavalry at your beck and call, ready to swarm your enemies into submission. And the fact that they vanish after 10 minutes? It's like having an army of spiders that knows when to skitter back into the shadows.
Overall, The Spider Queen pact feels like it's truly embracing the dark allure of arachnids in all their sinister glory. With its blend of thematic spells, spider-like abilities, and creepy-crawly companions, it's a pact that's sure to ensnare the imaginations of players looking to weave a tale of intrigue and terror.