Base Class: Warlock
Drow spellcasters who seek to devote themselves wholly to the Spider Queen sometimes walk the dark 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.
Restriction: Evil Drow Only
Only drow of evil alignment can have The Spider Queen as a warlock patron as Lolth only grants her power to them and are allowed to be her arachnomancers.
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
| Spell Level | Spells |
|---|---|
|
1st |
animal friendship (spiders only), find familiar (spider only) |
|
2nd |
|
|
3rd |
bestow curse, conjure animals (spiders only) |
|
4th |
giant insect (spiders only), polymorph (spiders only) |
|
5th |
cloudkill, insect plague (cluster of spiders) |
Blessing Of The Spider Queen
Starting at 1st level, you have proficiency with the stealth and nature skills.
You can communicate with spiders as if they shared a language with you.
You have a climbing speed equal to your walking speed and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and ignore movement restrictions caused by webbing.
Spider Form
Starting at 6th level, you gain the ability as a bonus action to transform into a creature that is a spider that you've seen before that's CR is equal to or lower than your warlock level if that creature is either a beast, fiend, or monstrosity. You can speak and cast spells while in spider form. Any equipment you re wearing or carrying in humanoid form melds into the spider form.
You can’t activate, use, wield, or otherwise benefit from any of your equipment while in spider form.
You revert to your true form after an hour, if you choose to as a bonus action or if you die. Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
When you transform, you assume the creature’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in spider form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You can use this feature an equal amount of times to your proficiency bonus per short rest.
One With The Spiders
Starting at 6th level, you gain resistance to poison damage and gain Blindsight up to 10 feet.
Additionally while you're in your drow form when you take the Attack action on your turn, you can replace one of your attacks with a poisonous touch. When you hit with it, you deal When you hit with it, you deal 2d6 + your Charisma modifier poison damage. This poison damage increases by 2d6 when you reach 8th level (4d6), 10th level (6d6), 12th level (8d6).
Master Of Spiders
Starting at 10th level, you learn the find steed spell, when you cast find steed using this feature the summoned creature is always a fiend and you can only summon a giant spider, giant wolf spider, male steeder, or female steeder.
Additionally any spider that is a beast will not willingly attack you, any spider that does attempt to attack you has disadvantage on attack rolls against you.
Lolth's Ire
Starting at 14th level, you can target an amount of creatures equal to your charisma modifier that aren't spiders within 60 feet of you, those creatures must make Charisma saving throw, on a failed save the creatures take 5d10 psychic damage and 5d10 poison damage as 6d6 swarm of insects (spiders) erupt from the bodies of each of the creatures, the spiders are friendly to you and attack all creatures hostile to you starting with the creatures they erupted from, they all have initiative immediately after your turn, they disappear after a minute or until they die. The attacks of the spiders are considered magical. On a successful save the targets half the amount of damage.
Once you use this feature, you can’t use it again until you finish a long rest.
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