Otherworldly Patron: The Arachne

by Mightysmallfry

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The Arachne

Arachne is a delicate lady. She is a patron made from the nightmares of many. Tricking countless fools with her small size and weak visage. Luring them into a trap which her children take advantage of to feed. She has lived her time and is a sophisticated enchantress. Using magic to her advantage if need be.

Those that create a pact with her know little of her power but are thankful for the amount they receive. Arachne often tricks people into forming a pact with her, however, she does make it worth their while. Giving them the strength to trick the ones her contractors wish to exact revenge upon those against them.

Her ultimate goal is always hidden, from her contractors and the children of her kind that she feeds the souls of the tricked to, know nothing of her goal. She may give a false goal to make the contractor into thinking that what they are doing right but there are always an ulterior motive.

Many don't see Arachne but the contractors often describe her as a well dressed lady in a black dress with silver hair and a young complexion. Her words twist with truths and lies, and very quickly in conversation will she know what you desire for. Her delicate appearance is merely a show. Her true form looks more familiar to a giant spider. She prefers her humanoid form however, it is easier to converce and trick the unfortunate.

She is ancient and old, her age unknown. Gaining years of life from the souls she feasts upon. She has fulfilled her role establishing a connection to the mortal realm, now it's time for her children to take over. Making bridges to the mortal realm through the use of the contractors she has made a pact with.

The contractors she forms pacts with are those seeking whatever it is that she speaks. Tricked by her words they mostly willingly form the pact. Those that don't tend to become her dinner. The contractors, once forming a pact with Arachne gain a connection to each other. Able to communicate through a various amount of ways. Arachne ties their knowledge together, never revealing the identity of each, but shares the knowledge of good and bad experiences through dreams to each of the nearby contractors.

Art Credit

Artstation User: Min Guen

Otherworldly Patron:

The Arachne

Expanded Spell List

Spell level Spell
1st Alarm, Gift of Alacrity
2nd Web, Enthrall
3rd Slow, Vampiric Touch
4th Death Ward, Freedom of Movement
5th Mislead, Passwall

Stringed Thoughts

Starting at level 1, your thoughts become a chained web with others that have made a pact with Arachne. This chained web of thoughts allows you to gain small amounts of knowledge throughout the world. Allowing you to add or double your proficiency bonus when you make a skill such as survival or, ability score check. You may do this an amount of times equal to your Wisdom modifier (minimum 1). You regain all uses of this feature upon taking a long rest.

Arachne's Cradle

Starting level 6th, you gain climbing speed equal to your walking speed as the Arachne influences your physiology. In addition to gaining climbing speed, you gain the ability to create silk web ropes from your body.

When creating these silk web ropes, you can only create a certain amount of web per day which is equal to your charisma ability score x 10 in feet. These webs weigh the same amount as silk rope but they weigh nothing to you. Upon a new day starting, all previous webs that were made are destroyed.

You may use your web as weapon that you are proficient with. It acts as a whip and attacks past 10ft have disadvantage, past 20ft and it deals no damage. It still deals 1d4 slashing damage.

You may create any amount of this web as an action but can use your reaction to quickly make 10ft of web in an instant to, for example, catch someone that is falling off a cliff (DM may ask for a roll in which case you must succeed a DC 10 roll, no modifiers).

Web Burst

Starting level 6, you learn how to make powerful webs from the eldritch magic the Arachne has given you.

Corrupt Webs. You learn two corrupt webs of your choice which are detailed in the corrupt webs list below. You may use corrupt webs as many times is equal to your Charisma modifier per day.

You learn an additional corrupt web of your choice at 10th and 14th level. Each time you learn a new corrupt web, you can also replace one corrupt web you know with a different one.

Saving Throws. Some of your corrupt webs require your targets to make a saving throw to resist the corrupt web's effects. The saving throw DC is equal to you spell casting DC.

Arachne's Gift

Starting 10th level, you gain the ability know the exact location of any other creature in contact with the same web that you are also in contact with. You additionally gain 60ft of Darkvision if you do not already have it. You also gain the ability to speak with spiders and cast animal friendship at will against spiders only.

Prison Webs

Beginning 14th level you begin making complex prisons made of web around the battlefield. As an action you may create 10ft cubes area of webs that are sticky and cut creatures caught within.

The number of web prisons you may make is equal to your Wisdom modifier. When a creature enters the 10ft areas, they must make a strength saving throw or become restrained in addition to taking 1d8 + (your wisdom modifier) slashing damage. For each time they fail a strength check after getting caught, the damage increases by your wisdom modifier in addition to dealing the increased amount of damage. If the creature does not struggle then the web prison will not damage the creature.

While these webs can be harmful to enemies, the webs can also be nice to allies and yourself. While in a web prison, you may move creatures around in them as you wish however, they may not move from one web prison to the next unless they are connected in some way. The webs themselves are strong enough to hold a creature from falling to the floor if they are suspended from the ceiling or a tree.

If you are falling from a high place and wish to land on any of your webs, in order to safely land on these webs you must make an Acrobatics check (DC up to DM's discretion).

Corrupt Webs

These are the Corrupt Webs listed in alphabetical order.

Binding Web

You send webs aimed at the targets legs. The target must make a Dexterity saving throw or have their movement speed reduced to 0. If they try to move during this time they fall prone however, they are still able to attack and may make a Strength check to escape.

Blinding Web

Your webs attach themselves to the creatures face. If they fail a Dexterity saving throw, they become blinded. On a success the creatures are not blinded.

Ensnaring Web

The target must make a Dexterity saving throw become entangled in these webs, restraining the creature until the end of its next turn. On the creatures turn it may make a Strength check to escape as its bonus action.

Entangling Web

Using the web to wrap around the targets arms, you make it more difficult for the target to make attacks. The target must make a strength saving throw or not be able to make any attacks until the end of their next turn. If the attack is a spell that doesn't require a significant amount of somatic components then it may still be cast.

Forceful Web

Launching this web at a target, the target must make a Dexterity saving throw or be shoved 15ft in a chosen direction and be knocked prone. The creature will need to make a strength check if they wish to get up in addition to using it's movement to do so. A creature knocked prone through this method cannot crawl.

Slicing Web

In a 15ft cone you send out webs that cut through most forms of nonmagical bindings as well as dealing damage to creatures. All creatures within the 15ft cone must make a Dexterity saving throw or take 2d6 + (your wisdom modifier) and on a success they take half damage. Nonmagical bindings such as hempen rope and silk rope get cut when within the area of this ability. At 10th level, this may cut through harder bindings such as metal and wooden shackles. This may not cut through magical forms of bindings.

Silencing Web

Sending this web at a target will bind the targets mouth if the target fails a Dexterity saving throw. By binding the targets mouth, they are unable to do any somatic component to spells, or speak until they remove the web or the web gets destroyed in some way, such as fire.

Trapping Web

You create a trap that lasts for two hours. These traps can be set off by using the webs as trip wire or the web can act like a pressure plate. Once the trap is made, and a creature sets off the trap, the creature must make a Dexterity saving throw or be trapped in place, becoming restrained. This can only trap creatures that are the same size category as you or smaller.

Invocations

Steel Web

Prerequisite: Patron, The Arachne

Gaining this invocation makes all your webs fire resistant. All webs created, by spells or class features become unable to be burned or destroyed by non-magical means unless you wish it to be. Magical flames and other effects can still burn and destroy the webs.

This invocation also increase the damage of your web whip to 1d6 from 1d4 slashing damage.

Ethereal Web

Prerequisite: Patron, The Arachne

Your web gains the ability to not only effect creatures in the material plane but that of the ethereal plane as well.

Shock Wire

Prerequisite: Patron, The Arachne

All of your webs deal 1d8 lightning damage to all creatures that make contact with the web, you are excluded from this damage. Any creature hit repetitively with this lightning web (3 times within 1 minute) will become stunned on the third strike until the end of their next turn.

 

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