Base Class: Cleric
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. They represented the rulers of most Lolthite communities, and strictly followed the Spider Queen's will, striving to gain the favor of the Spider Queen and ready to anything in order to gain status in their goddess' eyes Some use this power to aid, punishing those that have done wrong. The choice is yours.
*Note: Due to the nature of this subclass, your alignment must be either Neutral or Evil. Although Loth usually only accept female cleric's into her serves, the goddess is willing to accept male's, though under the contract of only be her 'plaything' and only share their affect to her alone.
Spider Domain Spells
You gain Domain spells at the paladin levels listed.
Spider Domain Spells
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Cleric LEVEL |
SPELLS |
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1st |
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3rd |
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5th |
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7th |
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9th |
Bonus Proficiency
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.
Spider Disciple
Starting at 1st level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms. You may use this ability only one times, to which afterward need a long rest. The summon spider's is under your control directly, no action required, and you cannot summon again until it dies or you dismiss it. You can communicate telepathically with your summon up to a range of 60 feet.
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.
Channel Divinity: Webber Innate
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you. When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.
Spider Allegiance
Starting at 6th level, the cleric can empower their spiders with magical energy. The cleric can use their bonus action to cast an action spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting a spell that turn. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher.
You and all your Spider Summons now have resistance to poison damage, while only the summons have a +2 to all their attack and damage rolls.
Unbroken Bonds
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them.
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.
You and your spider summons now have immunity to poison damage, while only the summon spiders have a +3 to attack and damage rolls.
Arachnid Perfection
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.
Your summon spiders now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.
-Healing spells now heal for 5 extra HP; as long as they are cast at 3rd level or lower.
- -Attack spells have a +5 to hit; and their damage and effects ignore resistances (but not immunizes; which now count as resistances), as long as they're cast at 3rd level or lower.
- DC Spells have a +5 on their DC; and their damage and effects ignore resistances (but not immunizes; which now count as resistances), as long as they're cast at 3rd level or lower.
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Posted Mar 31, 2024Let's dive into the Spider Domain for clerics and see if it spins a web of success or gets tangled in its own threads.
Theme and Flavor: The theme of serving a Spider God like Lolth and commanding spiders as minions is undeniably dark and sinister, fitting well with the subclass's alignment restriction to Neutral or Evil. However, the note about Lolth typically accepting only female clerics seems unnecessarily restrictive and perpetuates outdated gender stereotypes in fantasy.
Spider Disciple (1st Level): Summoning spiders as minions aligns perfectly with the subclass's theme, but the restriction of being able to summon them only once per long rest might feel too limiting, especially for a subclass centered around spider companionship. Allowing more frequent summoning with a limited number of uses per rest might provide a better balance.
Channel Divinity: Webber Innate (2nd Level): This ability effectively captures the essence of ensnaring enemies in webs, but the trigger condition of being hit by an attack feels reactive rather than proactive. It might be more engaging if the cleric could use this ability proactively to create a web trap, rather than waiting to be targeted.
Spider Allegiance (6th Level): Allowing the cleric to cast spells through their spider summons adds versatility and tactical options to combat encounters, which is a nice touch. However, the addition of bonuses to attack rolls and damage for spider summons might make them disproportionately powerful compared to other class features.
Unbroken Bonds (8th Level): The flavor of forming a strong bond with spider summons is thematically consistent and flavorful. However, the mechanical bonuses provided, such as advantage on attacks and immunity to poison damage, might make the spider summons too strong compared to other summoning-focused subclasses.
Arachnid Perfection (17th Level): This capstone ability feels appropriately powerful for a high-level cleric, granting potent enhancements to the cleric's abilities and turning them into a formidable predator. However, the addition of special effects to spells cast through the channel divinity feature might be overly complex and difficult to track in gameplay.
Overall, the Spider Domain presents a compelling thematic concept with some flavorful abilities, but there are areas where the mechanics could be refined for better balance and gameplay experience.