Arachnomancer in Lyanore | World Anvil
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Arachnomancer

A cloaked figure moves down the street of a small town trailed by a small paparazzi of tiny black spiders. His presence strikes fear into many onlookers who quickly retreat indoors. Only the bravest of adventurers dare look him in the eye. Arachnomancers are would-be Sorcerers or Wizards who spent a considerable amount of time in caves or even the Underdark studying the lives of spiders and magic. After at least a year of study, the Arachnomancer emerges and prepares to undertake new ventures in hopes of learning from different aspects of nature or from different kinds of arachnids. This class is reliant on both Intelligence and Wisdom.

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Arachnomancer


Hit Points

Hit Dice: d6 per Arachnomancer level
Hit Points at first Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 + Constitution modifier (you must roll).

Proficiences

Armor: Light
Weapons: Simple and 1 Exotic weapon of your choice that costs less than or equal to 100 gp.
Tools: Choose one from the following to become proficient with: Disguise Kit, Herbalism Kit, Poisoners' Kit, Thieves' Tools.
Saving Throws: Intelligence, Wisdom
Skills: Choose two from the following to become proficient in: Arcana, Deception, Insight, Intimidation, Nature, Perception, Stealth, Survival.

Overview & Creation

Creating an Arachnomancer: You can make an Arachnomancer quickly by following these suggestions. First, make Intelligence or Wisdom your highest ability score, depending on whether you want to focus on class-specific skills (Wisdom) or spellcasting (Intelligence). Your next-highest ability score should be the other of the two or Charisma. Second, choose the Charlatan, Criminal, or Urchin background.


Class Features

Spellcasting: Starting at 1st level, you can use some Conjuration, Illusion, and Necromancy spells. Your spellcasting modifier for these spells is Intelligence. Your save DC is 8 + your proficiency modifier + your Intelligence modifier, and your spell attack bonus is your proficiency modifier + your Intelligence modifier. On a short rest, you can either use hit dice to heal, or you can restore your proficiency modifier number of spell slots. The spell slots must be of a level that is equal to or less than half your Arachnomancer level, rounded up. On a long rest, you regain all spell slots.   Spider Kinship: Also at 1st level, you can spend 1 minute with any spider sized Small or Tiny that is not hostile toward you, and it acts as a familiar for 1d4 + your Wisdom modifier hours. Additionally, you can cast the Araneation cantrip.   Spider Sense: At 2nd level, when in a nonmagical web, you may use a bonus action to tap into the vibrations of that web. You have advantage on Perception checks against creatures within this web while they are moving. At 6th level, this also grants disadvantage to melee sneak attacks against you in webs and automatically applies to webs you have created. At 11th level, this property applies to all magical webs.   Web Walker: Also at 2nd level, upon walking into the area of effect of a nonmagical web, you can expend an action to walk unhindered in that web until you leave it. At 6th level, you may do this with a bonus action. At 11th level, this ability can also apply to magical webbing.   Arachnid Resilience: At 3rd level, you gain resistance to all nonmagical poisons and poison damage.   Web of Restoration: Also at 3rd level, you may use an action to cocoon yourself in web for 3 + your Wisdom modifier turns. In each of these turns, you regain 1d8+3 health. The webbing has an AC of 11 and 18 HP. This power may be used once between once between long rests. At 8th level, you can choose to instead target one ally who is not incapacitated within 10 feet. The webbing at this higher tier has an AC of 13 and 24 HP and can be used once between short rests. At 14th level, this ability has a cooldown of 1 minute. If you cast this power on yourself, the cooldown begins after you have exited the cocoon.   Ability Score Increase: When you reach 4th, 12th, and 18th levels, you can freely distribute 3 points among your ability scores. You may instead take a feat and 1 ability score point at these levels. Also, at 16th level, you only gain 1 ability score point and may not take a feat. As normal, you may not increase an ability score above 20 using this method.   Fear of the Dark: At 5th level, you can spend an hour making noble-esque clothing made of web which gives you advantage when rolling to intimidate any character without levels in a class. Their Challenge Rating must be less than or equal to your Arachnomancer level, and they must have an Intelligence of at least 5. To make the clothing roll and Intelligence save. This will determine how elegant it looks and how long it lasts. On a natural 1 or a roll below or equal to 3, you fail to weave the clothing. From 4 to 9, the clothing is average but still intimidating. From 10 to 16, the clothing resembles fine clothes. From 17 to 22, the clothing is elegant, resembling a duke or duchess' garb. From 23 upward, the clothing is exquisite, and can effect classed characters with levels equal to or less than your level an effects Arachnomancers below 5th level. The clothing dissolves after a number of hours equal to 1/4th of your saving throw result. (For example, a roll of 12 would result in a fine set of web clothing which lasts for 3 hours.)   Web Weaver: At 6th level, you can cast the 2nd level spell Web at will with a 4 turn cooldown. You also can move freely in your own webs. At 10th level, the cooldown is reduced to 3 turns.   Rite of the Vicious Seekers: At 7th level, you can choose at least character that you know of or have seen in person or an accurate illustration of. You can then participate in a ten minute ritual that requires 8 candles and chalk to draw a spider rune or the symbol of Lolth and send a swarm of spiders upon your chosen target from miles away using spell slots. The number of targets you can select is equal to the number of swarms you send out. You do not control the spiders' movement. For a 1st level spell slot, you send 1 Swarm of Spiders, For a 2nd level spell slot, you send 2 Swarms of Spiders. For a 3rd level spell slot, you send 4 Swarms of Spiders. For a 4th level spell slot, you send 8 Swarms of Spiders. For a 5th level spell slot, you send 12 Swarms of Spiders. If you do not wish to expend a spell slot, you may perform the ritual with a symbol of Lolth or some other arachnid trinket worth at least 50 gp to gain the effects of a 1st level casting. For 2nd level, it is 100 gp worth. For 3rd, 175 gp worth, For 4th, 300 gp worth. For 5th, 600 gp worth. This method consumes the symbol. After the ritual has been cast and the swarm(s) of spiders have been summoned, you send them after the target. Each swarm has a daily travel speed of 24 miles. You can send the swarms in however many directions you want. You also can spend 6 seconds attuning with one swarm to be able to see and hear what they do. Upon finding the target or one of the targets specified, the swarm that located them will alert you. You can then order them to attack or to simply observe. Upon attacking, the Swarm of Spiders uses the monster entry in the Monster Manual of the same name. Upon observing, the swarm has a collective stealth equal to your Wisdom modifier + 11.   Stunt Double: Also at 7th level, you can spend an action and a bonus action to replicate the effects of the Mirror Image spell while in a web you have created.   Web of Protection: At 8th level, you can use an action to outline yourself in a thick layer of web, leaving a slit over your eyes. You gain +3 AC for a number of turns equal to your proficiency modifier, but you gain vulnerability to fire, both the damage and environmental types. If you have immunity, you instead have resistance. At 16th level, the AC bonus increases to +5.   Arachnid Connection: At 9th level, you can telepathically express colours and simple emotions to any arachnid within 30 feet of you. At 12th level, you may express semi-complex concepts, and at 16th level, you may freely telepathically communicate given the target has at least 2 Intelligence.   Specialized Magic: Also at 9th level, you choose to delve a little deeper into a certain field of magic. Choose between Conjuration, Illusion, and Necromancy. Whichever you choose, see the related specialist subclass for the features it grants you.   Disease Resistance: At 10th level, you also have resistance to all nonmagical diseases.   Quickfoot: Also at 10th level, you gain 10 feet of movement in webs you have tapped into. While in these webs, you also gain +2 AC from ranged attacks originating from outside the web.   Spider Mounts: At 11th level, you may spend 1 minute telepathically conversing with a Large or Medium spider or other arachnid that is not hostile to you. After this, the creature is friendly for 12 hours and will act as a mount for you or allies. Afterward, they will wish to wander back home.   Web Stalker: At 13th level, you have mastered the art of mimicking spider life. You always have the effects of the Cloak of Arachnida. You can cast Web at will and gain immunity to nonmagical poisons and poison damage.   Poison Crafter: At 15th level, you may craft poisons twice as quickly. You gain proficiency with the Poisoners' Kit and expertise if you already had proficiency with it. Also, you may use a bonus action to imbue any weapon attack with your proficiency modifier amount of additional poison damage.   Prey: At 16th level, you can wrap up an enemy in your Web of Restoration. This healing does not apply to them, and you can use your turn to bite into the sac. Upon doing this, you may either recover health or spell slots. For health, you regain 4d6 hit points per turn. For spell slots, you must restrain a spellcaster that has the spell slots you wish. You regain 1 spell slot equal to their second highest available spell slot. If they have one remaining spell slot that you can use, then you take that spell slot. If that spell slot is above 5th level, then you instead regain 2d4 + that spell slot level hit points on that turn. If there are no spell slots available, then you regain 2d4 hit points per turn.   Extra Appendages: At 17th level, you grow 8 spidery legs, 2 protruding from the borders of your collar bone, 2 from your shoulder blades, 2 from your back, and 2 from your hips. The hip appendages act as shortsword weapons, while the rest act as dagger weapons. These are considered to have 10 foot reach. You may use an object interaction or reaction to attack with one of the hip appendages or two of the other appendages. The legs each have an AC of 14 and 1/8th the hit points of your total hit points. Upon losing this hit points, the appendage breaks in half and requires the Regenerate spell to work properly again. You may spend half an hour shrinking these appendages to a minuscule size or vice versa if you wish.   Web Master: Also at 17th level, your webs cast by the spell Web are 40-foot cubes. You also gain advantage on Dexterity (Stealth) checks, Dexterity saving throws, and +4 AC against weapon attacks while inside your webs. You can choose one other creature that can move freely in your webs with an object interaction. At 20th level, you can choose one additional creature, and these creatures are under the effects of Longstrider while in your web.   Arachnid Allies: At 19th level, you can use an action to summon a number of Phase Spiders equal to 1d4 + your Wisdom modifier that can act as allies or mounts. Any creatures you deem worthy and that have at least 10 Intelligence may telepathically communicate with these beings. You may do this once between long rests.   Web of Wounding: At 20th level, you can use an action to use your Web of Restoration offensively. One creature you can see within 150 feet must succeed on a DC 14 Dexterity saving throw or be encased in your cocoon for 1d10 + your Wisdom modifier number of turns. Each turn the creature is within the cocoon, they may make a Strength saving throw DC 18 + your Wisdom modifier on their turn and escape on a successful roll. Each turn they are trapped in the cocoon, they take 20d8 + 100 bludgeoning damage. The cocoon has 15 AC and 150 hit points and is resistant to magical effects and damage done by spells. If the creature escapes the cocoon, they take half damage that turn, and the cocoon dissolves.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   (a) a Mace or (b) a Dagger
(a) a Component Pouch or (b) an Arcane Focus
(a) a Burglars' Pack or (b) a Dungeoneers' Pack
One copy of the exotic weapon you chose proficiency in.
  Alternatively, you may start with 4d4 * 10 gold pieces.


Spellcasting

You can choose from the following list of spells:   Cantrips: Araneation, Green-Flame Blade, Infestation, Mage Hand, Mending, Minor Illusion, Poison Spray, Toll the Dead
1st Level: Colour Spray, Disguise Self, Ensnaring Strike, Entangle
2nd Level: Blur, Invisibility, Mirror Image, Silence
3rd Level: Fear, Feign Death, Hypnotic Pattern, Major Image
4th Level: Blight, Giant Insect, Greater Invisibility, Phantasmal Killer
5th Level: Contagion, Mislead, Seeming, Sphere of Simulated Anti-Magic


Subclass Options

Conjuration Specialist

Evasive: At 9th level, you can cast the Misty Step spell without expending a spell slot a number of times equal to your Wisdom modifier between long rests.

Insect Puppeteer: At 14th level, you can cast the Insect Plague spell without expending a spell slot a number of times equal to your Wisdom modifier between long rests.

Summoner: At 20th level, you can cast the Instant Summons spell without expending a spell slot a number of times equal to your Wisdom modifier + your Intelligence modifier between long rests. Also, all of the spells you gained by choosing to specialize in conjuration magic now also add your Intelligence modifier to the number of times they can be cast between long rests.


Illusion Specialist

Deceiver of Mages: At 9th level, you can cast the Arcanist's Magic Aura spell without expending a spell slot a number of times equal to your Wisdom modifier between long rests.

Game Changer: Possibly at 14th level, you can cast the Hallucinatory Terrain spell a number of times equal to your Wisdom modifier between long rests.

Ventriloquist: At 20th level, you can cast the Programmed Illusion spell a number of times equal to your Wisdom modifier + your Charisma modifier between long rests. Also, all of the spells you gained by choosing to specialize in illusion magic now also add your Charisma modifier to the number of times they can be cast between long rests.


Necromancy Specialist

Toxic Player: At 9th level, you can cast the Ray of Enfeeblement spell without expending a spell slot a number of times equal to your Wisdom modifier between long rests.

Vampiric Tendencies: At 14th level, you can cast the Thirsting Blade spell without expending a spell slot a number of times equal to your Wisdom modifier between long rests.

Plague Doctor: At 20th level, you can cast the Harm spell a number of times equal to your Wisdom modifier + your Constitution modifier between long rests. Also, all of the spells you gained by choosing to specialize in necromancy now also add your Constitution modifier to the number of times they can be cast between long rests.


LevelProficiency BonusFeaturesCantrips Known1st Known2nd Known3rd Known4th Known5th Known1st Slots2nd Slots3rd Slots4th Slots5th Slots
1st+2Spellcasting, Spider Kinship11----1----
2nd+2Spider Sense, Web Walker11----2----
3rd+2Arachnid Resilience, Web of Restoration121---31---
4th+2Ability Score Increase +3121---32---
5th+3Fear of the Dark1221--421--
6th+3Web Weaver2222--431--
7th+3Rite of the Vicious Seekers, Stunt Double22221-4311-
8th+3Web of Protection22222-4321-
9th+4Arachnid Connection, Specialized Magic22222144221
10th+4Disease Resistance, Quickfoot22222244222
11th+4Spider Mounts32222244222
12th+4Ability Score Increase +332222244222
13th+5Web Stalker32222244222
14th+5Specialist Feature32222244222
15th+5Poison Crafter32222244222
16th+5Ability Score Increase +1, Prey42222244222
17th+6Extra Appendages, Web Master42222244222
18th+6Ability Score Increase +342222244222
19th+6Arachnid Allies42222244222
20th+6Specialist Feature, Web of Wounding42222244222

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