Weaver

Twisted in body and bound in purpose, the Weavers are the horrific byproduct of ancient, heretical rites performed deep within the silk-draped caverns of the Drow. Once mortal—primarily drow, though others have suffered the same fate—their forms have been warped through ritual and venom, remade in the image of the crawling godlings that haunt the dark beneath the world. They are not merely servants of the spider—they are spiderkind incarnate.

The transformation begins with a ritual called the Silken Graft, in which a chosen—or captured—mortal is infused with concentrated alchemical venom derived from chthonic spiders bred for generations by the drow priesthood. The victim is then cocooned for a cycle of weeks in sacred silk spun by priest-weavers, undergoing excruciating changes as their body and soul are rewoven. When the cocoon is unraveled, what emerges is a Weaver—no longer entirely mortal, no longer entirely sane.

Weavers bear varying degrees of arachnid traits. Some resemble drow with elongated limbs, compound eyes, venomous fangs, or chitinous exoskeletons under their skin. Others are far more monstrous—bipedal only in vague silhouette, with additional limbs, spinnerets, or twitching mandibles where once there was a tongue. Regardless of form, their movements are unsettling, their voices often layered, like whispers chittering from multiple mouths.

Their minds, too, have been rewired. Weavers think in terms of threads, patterns, and connections. They view the world as a great tapestry—each soul a strand to be plucked, bound, or cut. Their speech is cryptic, often laced with metaphor, riddles, or proverbs about webs and prey. Some are zealots of the drow Spider Matrons; others are bound against their will, their thoughts fraying at the edges but not entirely gone.

Though most serve the drow as hunters, assassins, prophets, or guards, some Weavers escape or are cast out—either too unstable or too willful. These exiles often become reclusive weirdlings of The Underdark, forming tangled nests or shrines of silk in forgotten caverns. A few wander the surface, hated and feared, yet sometimes sought for their strange divinatory abilities, as they can "read fate in the folds of webs."

A Weaver’s body is resilient. Their venom can paralyze or unmake memories, and their silk is semi-magical, used in enchantments, traps, or even garments by drow spellweavers. Some Weavers learn to speak through their webs or use them to sense vibrations from incredible distances. Others develop terrifying gifts: thread-magic, illusions spun from silk, or the ability to walk upon walls and ceilings without sound.

Despite their fearsome reputation, not all Weavers are evil. Some have retained shards of who they were and battle the overwhelming instincts to hunt and bind. These rare individuals live in anguish, struggling against a destiny that feels sewn into their very skin.

To most of Aigusyl, the Weavers are nightmares with faces—half-drow, half-spider, all wrong. But to the drow who created them, they are beautiful tools, born of suffering, perfected in the web.

Genetic Ancestor(s)
Genetic Descendants

FGitBW

Weaver

HUMANOID

Weaver Traits

Size: Small or Medium (2-6ft)

Speed: 30 feet, and you have a climbing speed equal to your walking speed.

As a Weaver, you have these special traits.

Arachnid Arts.

You know the guidance cantrip. When you reach 3rd level, you can cast the web spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Improved Spider Climb.

You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You climb using your spider limbs, leaving your hands free to hold objects or wield weapons as you move.

Lucky Spider.

As an action, you can touch a creature and give it good luck. Within the next 10 minutes, when that creature rolls a 1 on an ability check, attack roll or saving throw, it can choose to reroll and must use the new result. Once you use this feature, you can’t use it again until you finish a long rest.

Web Vision.

As a bonus action, you can send out fine strands of silk in a 10-foot-radius sphere centered on you. While you remain within or adjacent to the sphere, you can perceive everything within the sphere as if you have truesight. You also have advantage on checks made to locate creatures within the sphere. The sphere lasts for 1 minute or until it is exposed to fire. Once you use this feature, you can’t use it again until you finish a short or long rest. When you reach 5th level, the area increases to a 20-foot-radius sphere.

Subrace.

The type of weaver you are is determined by the Araknight who performed your Ceremony of Weaving. Choose one from either acrobatios, gladius, or sicario:

Acrobatios Weaver

Reborn Acrobat.

You have proficiency in the Acrobatics and Performance skills.

Spider’s Leap.

You can jump a number of feet equal to five times your proficiency bonus without provoking opportunity attacks. You can’t use this trait if your speed is 0. You can use this trait a number of times per day equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Gladius Weaver

Reborn Guardian.

You can use your reaction to impose disadvantage on an attack aimed at a creature within 5 feet of you, potentially causing the attack to miss. You can use this trait a number of times per day equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Retribution.

When an attacker that you can see hits you with an attack, you can use your reaction to halve this triggering attack’s damage against you. Until the end of your next turn, each time you hit with an attack, you can add a bonus to your attack’s damage equal to the amount of damage dealt to you by the triggering attack after using this feature. Once you use this feature, you can’t use it again until you finish a long rest.

Sicario Weaver

Reborn Agent.

You can attempt to Hide in an area of dim light and can move stealthily at a normal pace.

Spider’s Fangs.

Your venomous fangs are a natural weapon, which you can use to make unarmed strikes using either your Dexterity modifier or Strength modifier for both attack and damage rolls. On a hit, you deal piercing damage instead of bludgeoning damage, and the target must make a Constitution saving throw. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 poison damage if it fails its saving throw, or half as much damage if it succeeds.