Base Class: Warlock
known as the Queen of Spiders or the Queen of the Demonweb Pits, was the most influential goddess of the drow, within the pantheon of the Dark Seldarine.
Lolth drove the drow into heavy infighting under the pretense of culling the weak, while her real goals were to hold absolute control over the dark elves, prevent the rise of alternative faiths or ideas, and avoid complacency (even though she found amusement in the strife that plagued her followers' communities). However, in the long run her influence proved to be an obstacle to the growth and success of the drow, preventing them from unifying against common enemies or for a common cause.
Her sacred animals were arachnids. She considered them valuable enough to kill those who mistreated them.
Like most warlocks you sought power for your own means, but unlike others, you looked in places that others only dared to dream of. Deep in the Underdark, inside of a ruined temple, in the depths of an abandoned Drow city, you draw the attention of none other than the ruler of the Demon Web Pits.
Lolth the Spider-Queen, Dark Mother, Lady of Chaos is amused with your efforts, and has taken interest in your curiosity and foolhardy attempt to gain more power. She has given you a modicum of her gifts to see what you might become. Should you fail, then you will be resigned to a fate far worse than death.
However, should you succeed, then dominion over the darkness waits for those that show true devotion and loyalty to the Spider Queen, and woe betide any that enter your domain without invitation.
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.
Pact of the Spider Queen Expanded Spells
|
Spell Level |
Spells |
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1 |
Faerie Fire, Sleep. |
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2 |
Darkness, Phantasmal Force. |
|
3 |
Stinking Cloud, Bestow Curse. |
|
4 |
Greater Invisibility, Phantasmal Killer. |
|
5 |
Cloudkill, Dominate Person. |
Demon-Web Nobility
Starting at 1st level, Lolth accepts you into her inner court within the Demonweb Pits and allows you to communicate with all of her children.
You can telepathically communicate with any form of Spider, Drow, Drider, Abyssal Widow, Chwidencha or Yochlol (or any other creature that has pledged itself to Lolth) within 120 feet of you.
The creature can understand you and can respond telepathically.
Fate-Weaver Webs
The Queen of Spiders has granted you the ability to summon webs directly from the demon web pits themselves.
At 1st level, as a bonus action, you can conjure a mass of magical webbing at a point of your choice within 60 feet. The web fills a 20 ft cube for 1 minute or until you use this feature to create another web.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free.
A creature Restrained by the webs can use its Actions to make a Strength check against your spell save DC. If it succeeds, it is no longer Restrained.
As a bonus action, you can move the webs up to 10 feet including any creature restrained inside of them.
The webs are not flammable.
You can summon the webs a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Chosen of the Underdark
At 6th level, Lolth grants you greater abilities. You gain the following benefits:
- Spider Climb: You gain 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 while leaving your hands free
- Web Walker: You ignore Movement restrictions caused by webbing.
- As an action, you can magically give the benefit of your Web walker OR Spider Climb to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 1 minute. You can extend this benefit a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Steel Silk
At 6th level, your Fate-Weaver Webs become much harder to escape.
Any creature within your Fate-Weaver Webs that is Huge or smaller has Disadvantage on its Dexterity Saving Throws and Strength Checks.
Additionally, as a Bonus Action, you can choose to shrink or grow the size of your Fate-Weaver Webs by 10 feet.
Said the Spider to the Fly
At 10th level, as an action, you can cause your webs to emit alluring scents, clouding the mind and emitting calls of loved ones from the epicentre of the maze of tendrils.
Each creature of your choice within 30 feet of the webs outer perimeter must take a Charisma Saving Throw or be charmed and use their full movement out of turn order to attempt to reach the centre of the webs.
Creatures that are already inside of the webs and restrained have disadvantage on the Charisma Saving Throw and take 3d6 slashing damage as they attempt to tear themselves free.
On a successful save the creature ignores the calls and nothing happens.
Once you use this feature, you can’t do so again until you finish a short or long rest.
The Children Must Feed
At 14 level, as an action, each creature restrained in your Fate-Weaver Web must make a Charisma Saving Throw.
If the creature/s succeed then nothing happens, however if they fail, then it is banished to the Demon Web Pits, hurtled through the webway portal, landing inside of the Iron Spider Fortress of Lolth.
It will remain there for 5 rounds, and for each round it remains there, it must make an additional Charisma Saving Throw or suffer a point of exhaustion as it's lifeforce is fed upon by the countless spiders, demons and other nightmarish creatures that inhabit the Queen's home.
After it succeeds on a Charisma Saving Throw or it survives the full 5 rounds, the creature is returned to your Fate-weaver Web.
You must finish a long rest before you can use this feature again.
Previous Versions
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6/14/2020 6:57:43 PM
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Posted Mar 29, 2024Alright, let's unravel this web.
First off, the theme is solid. The idea of a Warlock making a pact with the Queen of Spiders herself, Lolth, is deliciously dark and fits snugly into the realms of the Underdark. However, there are some glaring issues that need to be addressed.
The Expanded Spell List: I see what you're going for here, but it's a bit underwhelming. Sure, some of these spells are thematically appropriate, but they lack the oomph you'd expect from a Warlock pact with an ancient and malevolent deity. Faerie Fire and Sleep? Really? It's like bringing a rubber knife to a demon fight.
Demon-Web Nobility: Okay, telepathic communication with spiders and drow is cool and all, but how often is that going to be useful outside of niche situations? It's like being able to speak Parseltongue in a room full of non-snakes.
Fate-Weaver Webs: I appreciate the attempt at crowd control, but conjuring webs seems a bit... old hat, don't you think? Plus, the mechanics are a bit clunky. Dexterity saving throws, Strength checks, bonus actions, it's like trying to knit a sweater while juggling flaming torches.
Chosen of the Underdark: Spider climb and ignoring movement restrictions from webbing? Yawn. These abilities are about as exciting as watching paint dry. And the ability to share these lackluster perks with others is like inviting someone to a party where the only refreshments are stale crackers.
Steel Silk: Ah, finally something with a bit of bite! Pun intended. Giving disadvantage to saving throws and checks for creatures caught in your webs is a step in the right direction. But the ability to adjust the size of your webs is... meh. It's like getting a shiny new car and only caring about the cup holders.
Said the Spider to the Fly: Alright, charming creatures into walking straight into your web is a neat trick. But it's a one-trick pony, isn't it? And the damage is laughable. 3d6 slashing damage? Might as well throw a handful of pebbles at them.
The Children Must Feed: Banishing creatures to the Demon Web Pits is a suitably sinister move, I'll give you that. But the mechanics are a bit convoluted, aren't they? It's like trying to follow a spider through a maze of webs in the dark.
Overall, this Pact of the Spider-Queen needs a serious overhaul. It's got potential, sure, but right now it's about as threatening as a kitten playing with a ball of yarn.