Wizard
Base Class: Wizard

By discarding the religious traditions dominating drow culture, the arachnomancer finds a different way to serve the Weaver of Webs. Through careful study, the arachnomancer comes to understand spiders in a unique and disturbing way, developing a rapport with the vermin. It doesn’t take long for the arachnomancer to shape thier magical studies to awaken the Spider Queen’s blessings within themself, allowing them to assume the form of a monstrous spider.

Restriction: Drow Only

Only a drow can be learn the ways of vermin. A good relationship between vermins and Drow is one that is almost never achieved by other races. Your GM can lift this restriction to better fit your character or setting.

Verminfriend

2nd-level Arachnomancer feature

You become one with the spiders, allowing you to live among them and always find some around your presence. You have advantage on Wisdom (Animal Handling) skill check when handling spiders, and you have advantage on saving throws against being poisoned. You also have resistance to poison damage.

Additionally when a spider makes an attack against you, before it hits you, you can use your reaction to force the spider to make a Wisdom saving throw againts your spell save DC, on failure the spider is Charmed by you for the next 24 hours or until you attack it. Once you use this reaction you can't use it again until you finish a short rest.

Spider Shape

2nd-level Arachnomancer feature

You gain the ability to magically transforms into a spiders. As a bonus action you can magically polymorph into a giant spider. You can stay in this form for a number of hours equal to half your wizard level (rounded down). Any equipment you are wearing or carrying in humanoid form melds into the spider form. You revert to your normal form if you fall unconscious, die or you choose to end the transformation (bonus action). 

Once you use this feature, you must finish a short or long rest before you can use it again.

When you reach certain levels in this class, you can magically polymorph more times before needing to rest: two at 6th level and three at 14th level.

In the Character Builder, set the option for Spider Shape to Arachnid Form to activate the bonuses for that form on the character sheet.

 

Arachnid Form

Selecting this option has updated the character sheet with the features of your Arachnid Form.

 

Normal Form

Your character is in their normal form. Change this option to "Arachnid Form" or "Spider Form" when the character has transformed.

 

Arachnid Form Features

While you are transformed you apear as a regular giant spider, you are still able to talk however your voice is sounds high-pitched, clicky, and percussive. You are also able to cast spells while in this form if your Arcane Focus melded into your body when you transformed, and you gain the following benefits and drawbacks:

Spider Bite. Your spider fangs can be used as a natural wepaon. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d6 + Intelligence modifier piercing damage, and the target must make a Constitution saving throw againts your spell save DC or take 1d6 poison damage. The poison damage increases to 2d6 at 6th level, and to 3d6 at 14th level.

Additionally, when you use the Attack action to make an natural weapon strike, you can make one additional natural weapon strike as a bonus action.

Web. You can shoot a ball of web to cauch your prey. Make a range spell attack against a creature with the range of 30/60 ft. On a hit, the target is restrained by webbing. As an action, the restrained target can make a Strength (Athletics) or Dexterity (Acrobatics) skill check againts your spell save DC, breaking the webbing on a success. Other creatures can also use an action to make a Strength (Athletics) or Dexterity (Acrobatics) skill check with advantage againts your spell save DC to break the restrained target free from the webbing.

Spin Web. You can spin web in a small area to create your home. As an action you can cover 10 feet of surface with webing, causting it to become difficult terrain, a creature entering a webbed area for the first time on a turn or starting its turn there must succeed on a Dexterity saving throw againts your spell save DC or become restrained by the webs. A restrained creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check againts your spell save DC to break free from the webbing.
(Each 10-foot cube of giant webs has AC 10, 15 hit points, vulnerability to fire, and immunity to bludgeoning, piercing, and psychic damage). Spiniing a web requires 1 minute of uninterrupted work.

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, you know the exact location of any other creature in contact with the same web.

Web Walker. You ignore movement restrictions caused by webbing.

Resilient Monstrosity. When you transform you gain temporary hit points equal to twice your level + your Intelligence modifier. You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). You are considered Beast and your size is considred Large.

Normal Form

You are in your normal form with no additional features.

Resilient Monstrosity

When you transform you gain temporary hit points equal to twice your level + your Intelligence modifier. You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). You are considered Beast and your size is considred Large.

Spider Bite

Your spider fangs can be used as a natural wepaon. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d6 + Intelligence modifier piercing damage, and the target must make a Constitution saving throw againts your spell save DC, taking 2d4 poison damage on a failed save, or half as much damage on a successful one.  The piercing damage increases to 2d6 at 6th level, and to 3d6 at 14th level.

Additionally, when you use the Attack action to make an natural weapon strike, you can make one additional natural weapon strike as a bonus action.

Spider Climb

You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spin Web

You can spin web in a small area to create your home. As an action you can cover 10 feet of surface with webing, causting it to become difficult terrain, a creature entering a webbed area for the first time on a turn or starting its turn there must succeed on a Dexterity saving throw againts your spell save DC or become restrained by the webs. A restrained creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check againts your spell save DC to break free from the webbing.
(Each 10-foot cube of giant webs has AC 10, 15 hit points, vulnerability to fire, and immunity to bludgeoning, piercing, and psychic damage). Spiniing a web requires 1 minute of uninterrupted work.

Web

You can shoot a ball of web to cauch your prey. Make a range spell attack against a creature with the range of 30/60 ft. On a hit, the target is restrained by webbing. As an action, the restrained target can make a Strength (Athletics) or Dexterity (Acrobatics) skill check againts your spell save DC, breaking the webbing on a success. Other creatures can also use an action to make a Strength (Athletics) or Dexterity (Acrobatics) skill check with advantage againts your spell save DC to break the restrained target free from the webbing.

Web Sense

While in contact with a web, you know the exact location of any other creature in contact with the same web.

Web Walker

You ignore movement restrictions caused by webbing.

Predators Hunger

6th-level Aranhnomancer feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, when you reduce a hostile creature to 0 hit points with your Spider Bite attack, you can cause one of the following effects to happen:

  • You regain hit points equal to your wizard level + your Intelligence modifier (minimum of 6 hit point).
  • Spider emarges from the corpse. The spider obeys your verbal commands for the next 1 hour.

Broods Calling

10th-level Arachnomancer feature

You learn the giant insect spell which you can only use to target spiders. You always have it prepared and it doesn't count towards the number of spells you have prepared. You can cast the spell as normal but the spell is impowered allowing you to target up to five spiders and the spell last 1 hour instead.

Loth's Embrace

14th-level Arachnomancer feature

Your outer and inner body is molded and tranformed by the spider queen, molding you into a weapon. You gain the following benefits:

  • Venomous Fangs. On a failed save againts your Spider Bite traget creature becomes poisoned for 1 minute.
  • Children of Lolth. Whenever you kill a creature with your Spider Bite Attack that is not undead or construct, Swarm of Insects (Spiders) emerge from the corpse. The swarm obeys your verbal commands for the next 1 hour.
  • Poisonus Web. Target restrained by your webs also becomes poisoned, and remains poisoned for 1 minute after breaking the webbing.
  • Harden Carapace. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks while in your Arachnid Form.

Additonally while in your Normal Form you gain the Arachind Form benefits of Spider Climb, Web Sense and Web Walker.

Children of Lolth

Whenever you kill a creature with your Spider Bite Attack that is not undead or construct, Swarm of Insects (Spiders) emerge from the corpse. The swarm obeys your verbal commands for the next 1 hour.

Harden Carapace

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks while in your Arachnid Form.

Poisonus Web

Target restrained by your webs also becomes poisoned, and remains poisoned for 1 minute after breaking the webbing.

Spider Climb

You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

 

Venomous Fangs

On a failed save againts your Spider Bite traget creature becomes poisoned for 1 hour.

Web Sense

While in contact with a web, you know the exact location of any other creature in contact with the same web.

Web Walker

You ignore movement restrictions caused by webbing.

TG • Arachnomancer Image

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