Fighter
Base Class: Fighter

The Widow Guard is a special rank of soldiers, trained in the long-forgotten techniques of the ancient Drow warriors, now repurposed mainly as the elite force under the crown. Taking on aspects of a deadly spider, they are both swift and cunning, with physical prowess to strike down any would-be challenger.

Arachnid Companion

When you join the order of Widow Guards at 3rd level, part of your initiation requires you to befriend and train a spider to serve with you in your endeavors.

Spider Warrior Companion: As an action, you can magically summon the spoder that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you. You can communicate your spider companion telepathically. Additionally, as an action, you can see through its eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the spider has. During this time, you are deaf and blind with regard to your own senses.

The spider is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Spider Warrior Companion stat block.  You can determine the cosmetic characteristics of the spider, such as its color, markings or patterns, etc; your choice has no effect on its game statistics.

Spider Warrior in Combat: In combat, the spider shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spider can take any action of its choice, not just Dodge.

The spider remains until it is reduced to 0 hit points, until you use this feature to summon the spider again, or until you die. Anything the spider was wearing or carrying is left behind when the spider vanishes.

Spider Warrior Companion

Armor Class 13 + Your Constitution modifier (natural armor)

Hit Points 5 + five times your Fighter level (the spider has a number of Hit Dice [d8s] equal to your Fighter level)

Speed 30 ft. Walking, 40 ft. Climbing

STR
10 (+0)
DEX
18 (+4)
CON
15 (+2)
INT
(−2)
WIS
12 (+1)
CHA
12 (+1)

Saving Throws Dex +4, Wis +1

Damage Resistances Poison

Condition Immunities poisoned

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

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

Senses blindsight 20 ft., passive Perception 12

Languages Can understand but can not speak Common, can both understand and speak Sylvan

Challenge Rating — Your Fighter level

Venom Essence. When you summon the spoder, choose one of three venom types: Toxic, Corrosive, or Numbing. The chosen type determines the effect the Venom Drench has. You may change the venom type at the end of a short rest.

Actions

Multiattack. Your spider makes two attacks with its Fangs.

Fangs. Melee Weapon Attack: +3 plus your Constitution modifier to hit, reach 5 ft., one target. Hit: 1d6 plus your Constitution modifier piercing damage.

Venom Drench.

When the spider successfully hits a creature with its Fangs attack for the first time in a turn, it injects the target with its venom, the effect of which is determined by its Venom Essence.

  • Toxic -- Target must succeed a DC 11 + your Constitution modifier Constitution saving throw taking 2d6 acid damage on a failure and half on a success.
  • Corrosive --Target must succeed a DC 11 + your Constitution modifier Constitution saving throw or have their Armor Class reduced by 2 points until the end of their next turn.
  • Numbing -- Target must succeed a DC 11 + your Constitution modifier Constitution saving throw or be restrained until the end of their next turn.

Silk Weaver

Starting at 7th level, your specialized training has taught you and your spider companion methods for using your spider companion's webs to gain a tactical advantage in battle. As an action, you may command your spider companion to spin a sticky web around it.

The web encompasses a 30 foot radius sphere centered on where the spider was when you commanded it. The sphere is difficult terrain for any creature passing through it, even creatures that are not touching the ground.

In addition, you may use an action on your turn to pull on the webbing and force any number of creatures of your choice within the web's area to make a Strength saving throw (DC = 8 + your Strength modifier + your Proficiency modifier) or be pulled 10 feet towards the center of the web. You may only have one web active at a time, and webs last for 10 minutes.

Of Fang and Web

Starting at 10th level, your training as a Widow Guard has pushed your physical limits and made you able to move and act like a spider. You can now detect any creature that moves through your spider companion's webs, you can climb on difficult surfaces, even upside down on ceilings without making any check(s), and you can jump ten times your normal jumping distance and you treat falls from great heights as if you fell from 60 feet less.

Deadly Webs

Starting at 15th level, your spider companion's webs have evolved to become far more effective. Whenever you command your spider companion to spin its web, you may choose one of three new options that enhance the web. The options are the following:

  • Acidic Web - Highly caustic acid drips from every strand of the web. While in the area of the web, a creature's armor class is lowered by 2 points and they take 1d6 acid damage at the start of each turn they spend in the web.
  • Charged Web - The web hums with flashing sparks of electricity. Whenever a creature enters the web for the first time in a turn or starts their turn in it, they take 1d6 lightning damage and must make a DC 16 Constitution saving throw or become paralyzed until the start of their next turn.
  • Razor Web - The threads of the web shimmer in the passing light, having been specially sharpened to shred apart anyone foolish enough to pass through. Whenever a creature moves through the web, they take 2d6 slashing damage for every 5 feet they move.

Widow's Bite

At 18th level, your spider companion is able to produce a brutally potent toxin for you to apply to your weapon. Whenever you use your Action Surge feature, the next creature you successfully hit with a weapon attack must make a DC 20 Constitution saving throw, losing 8d8 hit points on a failure and half on a success.

The hit points lost this way reduce the creature's hit point maximum by the same amount. Also on a failure, the creature becomes poisoned for 1 minute, even if it has immunity to the poisoned condition. While poisoned this way, a creature is blinded and falls prone at the start of every turn (unless already prone).

Previous Versions

Name Date Modified Views Adds Version Actions
10/9/2024 1:50:36 PM
3
6
2024
Coming Soon

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