Base Class: Druid
You have wanted to admire and focus on the hunting ways of the eight legged beasts, and as you do so, spiders have accepted you into their ways of predation and you then become one with the web-weaving arachnids.
Become the Swarm
At 2nd level, you gain the ability to become a swarm yourself. When you use Wild Shape, you can choose one of the following options in addition to your other options:
- Swarm of Spiders
At Higher Levels. When you reach 6th level, the swarm you choose gains the ability to fly, and you can make one extra attack whenever you take the Attack action against any creature in your space. At 13th level, your swarm now is considered a large-size swarm and can make an additional attack for a total of 3 attacks.
WILD SWARM
Medium beast
Armor Class 11 + PB (natural armor)
Hit Points 6 + your Wisdom modifier + three times your druid level
Speed 30 ft.
Damage Resistances bludgeoning, piercing, and slashing
Condition Immunities grappled, paralyzed, petrified, prone, restrained
Senses the same as your normal senses
Languages cannot speak
Challenge — Proficiency Bonus (PB) equals your bonus
Swarm Body. You can occupy another creature's space and vice versa, and you can move through any opening large enough for a Tiny beast.
Thrash. You can use a bonus action to expend one spell slot to force each creature of your choice within 5 feet of you to make a Dexterity saving throw against your druid spell save DC, taking 1d8 bludgeoning, piercing, poison, or slashing damage per level of the spell slot expended on a failed save. You choose the type of damage dealt by this trait each time you transform into this form.
Actions
Bite. Melee Spell Attack: +(PB) to hit, reach 5ft, one target. Hit: 2d4 piercing damage + WIS Piercing Damage. In addition the target must make a CON saving throw equal to your spell save DC or take 2d4 Poison Damage and gain the poisoned condition. Ona. Successful save, the target takes half of the poison damage and there are no additional effects.
At higher levels the damage is increased by 1d4 to both piercing and poison damage at level 5, 2d4 at level 11, and 3d4 at level 17.
Spider Familiar
Starting at 2nd level, you learn the Find Familiar spell that you can cast once per long rest without needing material components or expending spell slots. You can only choose spider.
In addition, you can use an action to turn your familiar into a giant spider. On reaching level 9, you can instead turn your spider into a Mammoth Spider. If you do so, your familiar can now take the Attack option. If your familiar is dropped to 0 HP while transformed, they instead revert back to the form they were prior to transforming. You can use this ability a number of times equal to your proficiency modifier, and uses are recovered on a long rest.
Circle Spells
Your mystical connection to the spiders infuse you with the ability to cast druidic circle spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Hollowed Husk
At 6th level, as a bonus action, you are able expend a use of your Wild Shape to perform a barely perceptible shift, achieving a delicate balance between your natural form and the swarm within. As long as your total carry weight is less that 10 times your Strength, your weight is effectively zero. This alters your movement in the following ways: You can no longer dash or jump, but ignore movement penalties in difficult terrain. You cannot gain altitude without a physical object to "climb," but your falling rate can be reduced to as little as 5 feet per round. Water and other liquid surfaces are solid for you, though you still take half damage from liquids what would cause physical harm. This effect can be maintained one minute per druid level. In addition, any attacks made in swarm form count as magical for the purpose of resistances.
Drider Form
Speed increases to 40 ft.
Darkvision available up to 120 ft.
The Arachne may move up, down, and sideways on vertical serfaces and upside-down on ceilings, while leaving it's hands free. The target also gains a climbing speed equal to it's walking speed.
When in Arachne form, you ignore all restrictions caused by webbing.
When in Arachne form, you can add your proficiency bonus to your stealth checks.
Web Attack: On a hit, you do 2d6 piercing damage plus wisdom modifier. The target must make a Constitution saving throw based on your spell casting save, or be poisoned, taking an extra 1d6 poison damage.
Wrapping: The Arachne may use a web slot to wrap a target in webbing using their web attack. The target must make a Dexterity saving throw based on your spell casting save, or be restrained. At the end of each of their turns, they may make a Dexterity saving throw based on your spell casting save to break free of the strong web. While restrained, creatures automatically take 2d6 poison damage when they end their turn in the poisonous web.
Exoskeleton: The Arachne may add their proficiency bonus to their Armor Class while in Arachne form.
Hidden Trace
At 10th level, you gain the ability to magically place your familiar on a creature to track the creature wherever they may go, extending the range the telepathic bond you and your familiar share out to anywhere within the same plane of existence, as well as the ability to utilize your familiar's senses. However, you cannot cast a spell through your familiar when this feature is active. A creature who is targeted by this feature can make a Perception (WIS) DC 20 check to perceive the familiar, and then smack it away. However, if they do not make the check, the familiar remains on the creature indefinitely, or until the familiar is dismissed by the druid.
While the Familiar is on the creature, the Druid can perceive the location of the familiar as long as that familiar is within 50 miles of the Druid.
Teeming Surge
At 14th level, whenever you use wild shape to transform into a swarm, you are able to choose up to 8 willing creatures that you can see within 60 feet of you and have them also wild shape into the same large-sized swarm, and also can make an extra attack whenever they attack. During this time, you all can telepathically communicate with each other. However, when you do this, your Wild Shape only lasts up to 10 minutes, or until you dismiss it.
If any of these creatures drop to 0 HP before the Wild Shape ends, they are returned to their original form.
You can do this once per short rest.
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Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/13/2024 11:42:20 PM
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67
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31
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5e
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Coming Soon
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Posted Oct 3, 2024Why not "Web" as a 2nd level spell known?
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Posted Mar 29, 2024Circle of the Spider, huh? Let's see if this one can spin a web of intrigue.
Become the Swarm: Turning into a swarm of spiders with Wild Shape? Now that's a transformation worth buzzing about. Plus, the ability to fly and make extra attacks as you level up adds a nice touch of versatility. It's like having your own personal swarm of tiny, deadly allies at your command.
Spider Familiar: Learning Find Familiar and being able to turn your familiar into a giant spider? That's a nifty trick. And the option to upgrade it to a Mammoth Spider at higher levels? It's like having a loyal companion that can go from cute and cuddly to creepy and crawly in an instant.
Circle Spells: Blur and Invisibility at 3rd level? Now that's what I call sneaky. And conjure animals at 5th level? It's like having your own personal zoo at your beck and call. Overall, these spells feel like they complement the theme of the Circle of the Spider quite nicely.
Hollowed Husk: Turning into a barely perceptible swarm that ignores movement penalties and counts as magical for resistance purposes? That's some next-level druidic magic. Plus, the ability to maintain this form for a minute per druid level adds a nice touch of longevity. It's like becoming one with the very essence of the swarm itself.
Drider Form: Transforming into a drider with increased speed, darkvision, and the ability to move freely on vertical surfaces? Now we're talking! And the web attack and wrapping abilities add a nice touch of spider-themed combat prowess. It's like becoming a true arachnid warrior, ready to strike from the shadows.
Hidden Trace: Placing your familiar on a creature to track them across vast distances? That's some serious spy-level stuff. And the ability to perceive through your familiar's senses adds an extra layer of stealth and reconnaissance. It's like having your own personal scout, ready to keep an eye on your enemies from afar.
Teeming Surge: Turning yourself and up to 8 willing creatures into a swarm? That's a whole lot of spiders! And the ability to communicate telepathically and make extra attacks adds a nice touch of teamwork. It's like coordinating a swarm of deadly insects to overwhelm your foes.
Overall, the Circle of the Spider feels like it's truly embracing the creepy-crawly essence of its namesake. With its blend of thematic abilities, spider-themed spells, and versatile transformations, it's a circle that's sure to ensnare the imaginations of players looking to weave a tale of nature's dark side.