Cohort Taratect

by Terrorbyte34

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Taratect Cohort

Creature Cohorts

A creature cohort is a combined race and class that are meant to be taken together to create something close to a monster that the party would normally fight. Cohorts can be used in many different ways, either as a PC, a more powerful familiar, a sidekick, or even an unusual NPC.

PC Cohorts

There are a couple key differences between a PC Cohort and a sidekick or familiar cohort. If a DM chooses to make a Cohort NPC, they may add whatever features to that NPC they like.

  1. PC Cohorts get a character background while a sidekick or familiar does not.
  2. If your DM is allowing you to have a PC cohort, it will be best to talk with the DM about options for blending in with normal society. This will likely be hard, outside of trying to pass off the Taratect as a pet or familiar. Even this may be hard for some of the larger Taratect evolutions.
  3. Taratects cannot speak by default. This will likely be a problem for a PC character. A taratect can create a telepathic bond through its familiar trait, but this allows direct communication with only that creature. If the DM allows you may want to start off with a Gem of Primal Insight described below.

Gem of Primal Insight

Wonderous Item, common (requires attunement by a a creature that cannot naturally speak.)
Attuning to this oval, lavender-colored gem causes it to float just in front of your brow, where it remains until you end your attunement or use an action to remove the stone. You can make the gem meld with you or unmeld the gem as a bonus action, rendering the gem invisible until it is removed. Its other magical abilities are suppressed while the gem is melded, requiring you to use a bonus action to unmeld the gem to use its other functions.
While the gem remains visible and active, you gain the ability to speak as the stone translates your thoughts into spoken words, which can be easily heard by creatures within normal speaking distance. You gain the ability to speak, understand, and (assuming you have some form of visual perception) read Common; as well as, any other languages you should know. You can use a voice of your own creation, or you can mimic the voice of someone that you have heard for at least a minute. However your mimicked voice has an odd flow to it, giving you disadvantage on attempts to sound like the person your voice is mimicking. Upon finishing a long rest, you can change the voice to mimic another person, or back to your unique voice.

Note: Being able to speak does not mean that you have an extensive vocabulary, and depending on your Intelligence score you may not be all that precise with your words.

Intelligence Score Speaking Ability
1 Incapable of true logic, you can speak your own name and very few other words, like "food" or "hurt."
2-3 Capable of basic, tactile thought. Can speak in short sentences such as "Food we eat?" or "Don't go, danger."
4-5 Can engage in limited speech, though often still emotes to fill gaps in the vocabulary.
6-7 Can speak reasonably well, though tends to focus on whats in front of them. Limited imagination.
8-9 Converses about as well as a native speaker, but occasionally stumbles over a word/phrase or uses it incorrectly.
10+ Can speak as well as a native speaker and can hold conversation without difficulty.

Taratect Cohort

The old ruined fortress lies in the center of the clearing. The place is rumored to be haunted, but theives know Beltar knows otherwise. Some old wizzard has made the place his home. Beltar also knows that no wizzard is able to defeat him. After all the antimagic aura produced by his onyx necklace makes any spells useless. Years of wizzard hunting has also made him adept at dealing with Shield Guardians. Beltar quickly finds his prey. "Another frail old man." Beltar thinks, "This will be easy." He is quickly proven wrong as he steps to cut down his prey. His body is caught by some invisible restraint. Looking back, the old man smiles, revealing he knew Beltar was there all along. "Perfect timing. My friend was growing tired of her diet of just fruit." the old man says. Baltar stares. "Friend?" Then Baltar hears a loud hiss from above. Descending toward him is a massive spider. Baltar screams once as its fangs pierce him and then falls eternally silent.

Taratect Racial Features (Smaller, Lesser form)

Taratects are massive spiders created by fragments of an abyssal invasion. Immediately under attack by everything natural in the Material Plane, the Taratects escaped underground, but not so far as the Underdark. Instead they used their magic abilities to create a massive demiplane, that connected to the Material Plane inside caves near the surface. The demonic origin of a Taratect is clearly visible as it posses a fang filled mouth, unnatural size and intelligence, and a strange metamorphic life style.
Ability Score Increases. Your Dexterity gets a +2 bonus, while your Wisdom gets a +1. Your Strength gets a -2 penalty.
Age. Taratects mature quickly, given how they are left to fend for themselves the moment they hatch. Most reach adult hood within 6 months. What is interesting is that taratects can rival dragons in age, easily reaching over a thousand years old.
Alignment. Taratects posses high intelligence and thus are rarely unaligned. Most lean toward a chaotic nature due to thing lingering magic of the abyss. They can easily range from good to evil, though most lean more towards evil, as many taratects are only concerned with their own survival.
Size. A recently hatched taratect is close to 2 feet in length. Your current size is small but you will likely grow larger. Speed. Taratects are very fast creatures. Your base walking speed is 35 ft. You have a climbing speed equal to your walking speed.
Night Vision. As a creature born in darkness, you have an excellent ability to see in the dark, beyond what even darkvision allows for. You can see in dim light as if it where bright light and darkness as if it where bright light. You can also distinguish colors even in darkness. This works in a 60ft radius.

Monstrous Nature. You count as a monstrosity for the purposes of spells and effects.
Deadly Bite. You can use your bite as a natural weapon that deals 1d4 piercing + 1d4 poison damage. This bite can use either your Strength or your Dexterity to make attacks with.
Handless You lack any hands with which you can wield weapons. You can perform basic functions with your front legs that require no more than simple pushes or pulls, but you cannot use any item that requires the use of hands or needs to be held. For example, you can open a door with a pushdown handle or turn the pages of a book, but you could not wield weapons or lock a door with a key.
Familiar As a Taratect you can enter into a familiar bond to a hummanoid. The process takes 10 minutes to complete. When the ritual is finished, you can freely communicate with that creature using telepathy. This telepathy works across any distance. In addition, both creatures taking part in the bond can use an action to perceive the world using the other's senses. While doing so, the creature that is looking through the eyes of the other is blind and deaf.
Spider Climb You can move across any vertical surface, or even upside down, without having to make any saving throws.
Webs. You can produce webs from your abdomen. At first the level of control is low, due to the fact that you are still learning how to master them. To start off with, you can use your webs in 2 ways. First you may use your webs to attack. This effect is the same as attacking with a net, except the escape DC and the net's AC is equal to 8+ your Constitution modifier + your Proficiency Bonus. The second method is to cover an area with webs. By using an action, you can coat all surfaces in a 5ft cube with webs. Any creature that makes physical contact with these webs must succeed on a Strength check, or become restrained by the webs, using the same DC as described in the net attack. By connecting multiple sections of webs together to at least 3 anchor points, you can also have the webs be suspended in the air. (Depending on the DM, you may also be allowed to use your webs to manipulate some objects that you would not normally be able to.)
Languages. You can read, speak, and write in Chitinese. Chitinese is the native language of Taratects. It sounds like a series of shrill whistles, rapid clicks, and loud hisses. Other creatures cannot speak Chitinese without the aide of magic, as their mouths cannot form the correct noises. The written language uses over 10 million different characters in stead of a written alphabet You can also read, and write in common, but cannot speak it, as your mouth is incapable of producing any noise other than clicks, whistles, and hisses. This lack of ability to speak any other language seems to allow Taratects to make use of Gems of Primal Insight despite having their own language.

Taratect Class

Class Features

As a Taratect you gain the following features.

Hit Points

Hit Die. 1d6 per Taratect level.
Hit Points at 1st Level. 8 + your Constitution modifier.
Hit Points at Higher Levels. 1d6 (4) + your Constitution modifier for each Taratect level above first.

Proficiencies

Armor. none
Weapons. none
Tools. none
Saving Throws. Dexterity, Constitution
Skills. Choose two from Acrobatics, Arcana, Intimidation, Perception, Stealth, or Survival

Equipment

You start with the following equipment, in addition to any granted by your chosen background.

  • (a) a scholar's pack or (b) an explorer's pack
  • a small cookbook of your favorite meals and a small sack holding 50 GP

Bonus Expertise

At 1st level, you gain proficiency with the stealth and perception skills. If you are already proficient with either of these skills, choose any other skill to gain proficiency with (choose two if you are proficient with both). Also you can add double your proficiency bonus to any stealth or perception check.
In addition, you can never suffer from disadvantage when attacking with a net. This includes the web net from the Taratect race.

Deadly Fangs

Starting at 1st level, you gain the poisonous bite of a Taratect assuming you do not already have it. You use your bite as a natural weapon that deals 1d4 piercing + 1d4 poison damage. This bite can use either your Strength or your Dexterity to make attacks with. This attack can grow stronger as you level up as shown in the Poison Die column of the Taratect Class Feature Table. This number indicates how many die you roll to determine the extra poison damage of this attack.

Level Proficiency Bonus Feature Poison Die Mana Pool
1st +2 Bonus Expertise, Deadly Fangs, Idaten 1d4
2nd +2 Thread Alterations 2d4 3
3rd +2 Evolution 2d4 8
4th +2 Ability Score Improvement 2d4 10
5th +3 Extra Attack 3d4 16
6th +3 Evolution 3d4 19
7th +3 Breath Attack 3d4 23
8th +3 Ability Score Improvement 3d4 27
9th +4 Evolution 4d4 36
10th +4 Ambush Predator 4d4 41
11th +4 Kumorning Star 4d4 47
12th +4 Ability Score Improvement, Evolution 4d4 51
13th +5 Greater Thread Alterations 5d4 58
14th +5 Greater Breath Attack 5d4 62
15th +5 Evolution 5d4 70
16th +5 Ability Score Improvement 5d4 74
17th +6 Mastered Breath Attack 6d4 83
18th +6 Evolution 6d4 88
19th +6 Ability Score Improvement 6d4 94
20th +6 Abyssal Magic 6d4 101

Idaten

At 1st level, you can take the dash action as a free action on your turns. You can use this feature a number of times equal to your Constitution Modifier (minimum of 1). You regain all uses of this feature after a long rest. You also add twice your Dexterity modifier to your AC.

Thread Alterations

Starting at 2nd level, you gain the ability to make small changes to your threads. These changes are described below. You can add these changes to your webs when you create them, or by using an action to apply them to an existing web. You can also add multiple alterations to a single patch of webs. Each change has a set time for how long it lasts. When the time period has expired, the thread loses the alteration, unless the time period is indefinite. Each alteration consumes a set number of mana charges. You have a number of mana charges as shown on the mana pool table and regain them after a long rest.

Extra Sticky Webs

Creatures restrained by these webs suffer a -2 penalty to escape them. This change lasts for 1 minute and consumes 1 mana charge.

Non Stick Webs

These webs cannot be used to restrain creatures. They do give other creatures something to hold on to, granting advantage on checks made to climb in the area that the webs are at. Alternatively, for each round you spend making this web, you can create a rope that's length is 10ft x the number of rounds you spend making the rope. This change lasts indefinitely, and consumes no mana.

Poisoned Webs

Each round that a creature is in contact with this web, it takes damage equal to half your poison die (rounded down.) This change lasts 1 minute and consumes 2 mana charges.

Mana DC

As you advance beyond 2nd level, some of your other abilities will begin to consume mana as well. Some of these abilities will also require a DC. This DC is 8+ your Wisdom modifier + your Proficiency Bonus. Your Mana Attack bonus is your Constitution modifier + your Proficiency Bonus.

Evolution

Starting at 3rd level, you can evolve into a higher form of the Taratect race. You can evolve again at 6th, 9th, 12th, 15th, and 18th levels. These evolutions are described at the end of the class features.

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feat.

Extra Attack

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Breath Attack

Starting at 7th level, your innate magic has improved to the point where you now have the ability to exhale destructive magic, much like a dragon. When you first gain access to this feature, you will choose a couple features of this breath that will remain constant. First, choose whether the breath will affect a 5ft wide, 60ft long line or a 30ft cone. Second choose a damage type that is not bludgeoning, piercing, or slashing damage. Your breath weapon will deal that damage type. Third, choose if you want to make the skill check Dexterity or Constitution.

By expending 7 mana charges, you can use your action to fire your breath weapon. All creatures in the area must make a skill check of the type you choose against your Mana DC. On a failure they take damage equal to two times your poison die, or half on a success.

Ambush Predator

Starting at 10th level, you become a master of sneaking up on your prey. When you land an attack in a surprise round, the attack becomes a critical hits.

Kumorning Star

Starting at 11th level, you can expend 3 mana charges to increase the range of your web net to 60 ft.

Greater Thread Alterations

Starting at 13th level, you gain access to these new thread alterations.

Durable Thread

Your threads now have 50 HP. This alteration costs 5 mana charges and lasts indefinitely.

Razor Threads

These threads to not restrain your opponent. Instead the are razor sharp, cutting deep into your opponent. If the webs where thrown as a net, the attack deals slashing damage. damage equal to your Poison Die. If the webs where strung up in an area, the area becomes difficult terrain, and a creature takes slashing damage equal to half your Poison Die for every 5ft they move. This alteration costs 1 mana charge to use, and it lasts indefinitely.

Ultra Thin Thread

Your threads are much thinner than normal. Creatures must make a Perception check against your Mana DC to realize that your threads are there. This alteration costs 4 mana charges and lasts until a creature is restrained in the webs or takes damage from the webs.

Greater Breath Attack.

Starting at 14th level, your breath attack becomes more potent. You may choose an additional damage type at this level. When you use your breath attack, it may deal either of the damage types that you have chosen. Additionally, your breath weapon now deals damage equal to 3 times your Poison Die.

Mastered Breath Attack

Beginning at 17th level, you have gained full control over your breath weapon. When you use your breath weapon now deals damage equal to 4 times your Poison Die. Also, your breath weapon is now ignores resistance to the damage types that you have chosen. Creatures that would be immune to the damage of your breath weapon are instead considered resistant (they take half damage.)

Abyssal Magic

Starting at 20th level, you have finally awaken access to your most power magical abilities, abyssal magic. You can add the following 3 spells to your Innate Spellcasting Feature. (Spell Descriptions are found after the evolutions.) Abyssal Gate, Hellish Wrath, and Betrayer's Hell. Each of these spells can be cast once a day.

Evolutions

At certain levels, you have gain the ability to evolve into different forms. These altered forms change your basic Taratect race into a more powerful versions. Many of these evolutions will add or replace some of your basic racial features. Each evolution can be taken at a specific level. Some Evolutions also have a prerequisite evolution. You cannot evolve into that Evolution form, unless you meet the prerequisite. Some evolutions may also give you new abilities.

3rd Level Evolutions

Lesser Taratect

Size. You grow some during this evolution, often now around 4 ft long and 1.5 ft high. Your size increases to Medium. Your hit die change to be d8s instead of d6s. Your Hit Point Maximum increases by 3.

Smaller Taratect.

Ability Score Increases. This feature replaces your Ability Score Increases from your Lesser, Smaller, Taratect form. You gain +2 to Dexterity and +1 to Wisdom. You no long have a penalty to your Strength score (in other words give +2 to your current Strength score unless it is already at 20).
Agile You gain proficiency with Acrobatics. If you already have proficiency gain expertise instead (double your proficiency bonus for your Acrobatics checks).

6th Level Evolutions

Lesser Poison Taratect

Prerequisite: Lesser Taratect
Potent Poison. Any attack that you have that deals poison damage can now ignore resistance to poison.

Smaller Poison Taratect

Prerequisite: Smaller Taratect
Potent Poison. Any attack that you have that deals poison damage can now ignore resistance to poison.

Taratect

Ability Score Increases. This feature replaces your Ability Score Increases from your Lesser, Smaller, Taratect form. You gain +2 to Dexterity and +1 to Wisdom. You no long have a penalty to your Strength score (in other words give +2 to your current Strength score unless it is already at 20). You only gain this ability if you evolved from a Lesser Taratect.
Size. You grow some during this evolution, often now around 4 ft long and 1.5 ft high. Your size increases to Medium. Your hit die change to be d8s instead of d6s. Your Hit Point Maximum increases by 6. You only gain this ability if you evolved from a Smaller Taratect.
Vicious When you successfully reduce a creature's HP to 0, you can use a bonus action to cast a wave of fear at all your enemies. All hostile creatures within 30ft of you must make a Wisdom save against you Mana DC. On a failure, they are frightened of you until the end of their next turn. Once a creature has been affected by this ability, it is immune to it, until you finish a long rest.

9th Level Evolutions

Great Taratect

Prerequisite: Taratect
Innate Spellcasting. When you take this Evolution, the powerful magic in your veins begins to manifest as spells. You learn the Prestidigitation cantrip. You also learn 2 other 3rd level or lower spells. You can cast each of the spell once before having to take a long rest. Use your Mana DC and Mana Attack bonus for your spell DC and Attack bonus.
Slamming Attack Your size and strength have increased to the point that you can effectively harm your foes by crashing into them. You gain access to and are proficient with this new slam attack. This attack uses Strength for its attack and damage rolls and has the reach property. On a hit, the target takes 1d8 + Strength modifier points of bludgeoning damage and the target must make a Strength contest with you. If the target loses they are knocked prone.

Poison Taratect

Prerequisites Lesser Poison Taratect.
Deadly Poison Attack. When you roll for damage with your poisonous bite, you can reroll any 1s.
Innate Spellcasting When you take this evolution, your the powerful magic within you begins to manifest as spells. You learn the Poison Spray cantrip. You also can cast Chromatic Orb at first level. If you choose to deal Poison damage with Chromatic Orb it is instead cast at 3rd level. In either case, you must finish a long rest before you can cast this spell again. Use your Mana DC and attack bonus for this feature.

Zoa Ere

Prerequisite: Smaller Poison Taratect
Innate Spellcasting. When you take this evolution, your innate magic begins to manifest as spells. You learn the Minor Illusion Cantrip. You can also cast the spell Invisibility as a 3rd level spell. You must finish a long rest before you can cast it again. Use your Mana DC and attack bonus for this feature.
Scythe. Your front 2 limbs have gained long blades. You can use these blades to attack with. This attack can use either Strength or Dexterity for attack and damage rolls. You are proficient with this attack. On a hit this attack deals 1d8 + chosen ability modifier points of slashing damage. Additionally, when take the Attack action on your turn, you can make 1 Scythe attack as a bonus action.
Rotting Attack Once per turn, when you hit with a scythe attack, you can deal extra necrotic damage equal to your Poison Die.

12th Level Evolutions.

Greater Taratect

Prerequisite: Great Taratect, or Zoa Ere
Ability Score Increase. Your Strength Score and Strength Score maximum increase by 2
Size Increase. You grow close to 9 ft long and around 6ft tall. You are now large, and take up a 10ft by 10ft square or 3 hexes. Your hit die become d10s. Increase your Hit Point Maximum by 12 if you evolved from a Great Taratect, or by 24 if you evolved from a Zoa Ere. (The difference in increase comes from the fact that the Taratect from before the Great Taratect already had an increased Hit Die Size, while the Zoa Ere did not have one from it's earlier evolutions.)
Improved Features. You can add one 4th level or lower spell to your Innate Spellcasting ability. The damage of your slam attack increases to 2d8. Also, if you are two or more sizes larger than the target of your slam attack, the target has disadvantage on the contest.

Great Poison Taratect

Prerequisite: Poison Taratect
Ability Score Increase. Your Constitution Score and Constitution Score Maximum increase by 2.
Noxious Venom. If you deal poison damage to a creature with poison immunity, the target takes half the poison damage instead of none of the damage.
Improved Features. The level of your Chromatic Orb spell (both of them) increase by 1. (Non-poison damage version becomes 2nd level. Poison damage version becomes 4th level) You can also cast the spell twice per long rest instead of once.

Ede Saine

Prerequisite: Zoa Ere
Ability Score Increase. Your Dexterity Score and Dexterity Score Maximum increase by 2.
Dark Magic. The abyssal magic flowing through you strengthens, giving you access to the following spells: Dark Bullet, Shadow Sink, and Dark Spear. These spells can be cast twice before having to complete a long rest and are cast at their lowest level. The spell descriptions are at the end of this module.
Improved Features. You can now cast each of your spells from your Innate Spellcasting twice before having to complete a long rest. In addition, the damage die for your Rot Attack become d6s.

Ortho Kadinart

Prerequisite: Poison Taratect or Zoa Ere
Ability Score Increase. Your Wisdom Score and Wisdom Score Maximum increase by 2. Deadly Magic When you cast a spell that deals damage, you can expend 1 Mana Charge to make one of that spells damage die deal maximum damage. You can do this multiple times with the same spell, but you cannot affect more die than half the spells level rounded down. Better Innate Magic. You may choose any 5 spells of 5th level or lower and add them to your Innate Spellcasting list. You cannot choose more than one 5th level spell and no more than two 4th level spells.

15th Level Evolutions

Arch Taratect

Prerequisite: Ede Saine or Greater Taratect
Size Increase. You grow close to 8 ft long and around 5ft tall. You are now large, and take up a 10ft by 10ft square or 3 hexes. Your hit die become d10s. Increase your Hit Point Maximum by 30. (You only gain this feature if you evolved from an Ede Saine. You should already have it if you evolved from a Greater Taratect.)
Dark Magic. The abyssal magic flowing through you strengthens, giving you access to the following spells: Dark Spear, Shadow Sink, and Dark Mauling. These spells can be cast twice before having to complete a long rest. The spell descriptions are at the end of this module. (You only gain this feature if you evolved from a Greater Taratect. You should already have this feature if you evolved from an Ede Saine.)
Terrifying Presences. One your turn, you can spend 3 Mana Charges to use a bonus action to create a wave of fear. All Hostile creatures of your choosing within 30ft of you must make a Wisdom save against Your Mana DC. On a failure, the creature is frightened of you for 1 minute. The creature can repeat the saving throws at the end of its turn, ending the condition on a success. A creature that ends its turn outside of 30ft of you, or cannot perceive you at the end of its turn automatically succeeds. If a creature succeeds on this saving throw it is immune to this effect for the next 24 hours.

Great Ortho Kadinart

Prerequisite: Great Poison Taratect, Ortho Kadinart Greater Innate Magic. You may add 1 6th level and 1 7th spell to your Innate Spellcasting feature. Additionally you may now cast each 4rd level or lower spell 2 times. You regain all expended uses after you finish a long rest.

Greater Poison Taratect

Prerequisite: Great Poison Taratect
Poison Synthesis You can now cast Chromatic Orb 4 times before having to complete a long rest. In addition, you can now create 1 vial of your poison each day. This vial can be given to others to coat their weapons with. The poison follows normal injury poison rules and deals damage equal to your Poison Die at the time that the poison was created. Alternatively you can sell the poison. The poison sells for 175 GP to people who would be interested in buying the poison. (Those people would be up to the DM. Some spells require Taratect poison so maybe some wizzards will buy it, but most likely do not expect much use out of selling the poison.)

Zana Horowa

Prerequisite: Ede Saine
Evil Eyes. You have gained the ability to focus your dark magic through your gaze, inflicting your foes with terrible blights known as the Evil Eyes. Each Evil Eye has a listed Mana Charge cost and can be substituted in for one of the attacks you can make when you take the attack action. To do this make a ranged attack against a creature within 100ft of you. Use your Mana Attack Bonus instead of your normal attack bonus for this attack roll. You have access to the following Evil Eyes.
Evil Eye of Grudge. Costs 5 Mana Charges. On a hit, the target is cursed for 1 minute. During the end of each of its turn's reduce the target's Constitution score by 1d4. If this reduction reduces the targets Constitution Score to 0, the target dies. This attack has no effect on a creature with a Challenge Rating higher than you Taratect Level.
Evil Eye of Repulsion Costs 4 Mana Charges. On a hit the target is pushed 30 ft in any direction of your choosing. If the creature comes into contact with any solid surface, it takes 1d6 bludgeoning damage Alternatively, you can make the target fall prone. It must use its action to make a Strength Save against your Mana DC to stand up.
Evil Eye of Stasis. Costs 3 Mana Charges. On a hit, the target is paralyzed for 1 minute. At the end of each of its turns, the creature can make a Constitution saving throw against your Mana DC, ending the condition on a success.

18th level Evolutions.

Arachnie

Prerequisite: Zana Horowa
In this form a large human torso sprouts from your body, just behind your normal head.

Size Increase. You grow to be about 7ft long and about 5ft tall. Your size increases to medium. Your Hit Die become d8s. Your Hit Point Maximum increases by 20.
Ageless. Your body stops aging, making you immune to effects that would artificially age you, also you can no longer die of old age.
Hands. You lose the Handless feature as the human torso you grow now has hands.
New Evil Eyes. You unlock new Evil Eyes at this level.
Evil Eye of Annihilation. Costs 7 Mana Charges. On a hit, the target takes necrotic damage equal to 4 times your Poison die. If the target is reduced to 0 HP, the target dies and its body turns to dust.
Evil Eye of Banishing. Costs 2 Mana Charges. On a hit, if the target is not native to the plane of existence that you are currently on, it is banished back to its native plane. After 1 minute, the creature can make a Charisma Saving throw against your Mana DC. If it succeeds it returns to the same point it was banished from. If this space is occupied, the creature reappears in the nearest unoccupied space that will accommodate it. If it fails it stays banished and must find a different way back to plane it was banished from.
Evil Eye of Charm Costs 6 Mana Charges. On a hit, the target becomes charmed by you. This effect is the same as the Dominate Beast, Dominate Person, or Dominate Monster. (Use the appropriate spell description for the target. A beast gets Dominate Beast, a hummanoid or goblinoid gets Domiate Person, and everything else gets Dominate Monster.)
Evil Eye of Petrification. Costs 10 Mana Charges. On a hit, the target becomes restrained. At the start of its next turn, it must make a Constitution save against your Mana DC. If it fails it is petrified. This keeps happening until the target fails, or succeeds three times.
Evil Eye of Warping Costs 4 Mana Charges. On a hit, the target takes force damage equal to 2 times your Poison Die. The target also has disadvantage on all attack rolls and saving throws until the end of its next turn as the power of this eye painfully contorts its body.
Two Heads. You have advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Divine Poison Taratect

Prerequisite: Greater Poison Taratect
Ageless. Your body stops aging, making you immune to effects that would artificially age you, also you can no longer die of old age.
Divine Poison. When you would deal poison damage to a creature that is immune to poison, you can ignore that immunity and deal poison damage like normal. In addition, when you roll for damage on you bite attack, use d6s for the poison damage instead of d4s. (All other abilities that deal damage based off the Poison Die still use d4s unless stated by a different ability.) You can now sell your poison for 200 GP

Lingering Effect. When you hit a creature with a melee attack you can force that creature to make a Constitution saving throw against your Mana Charge DC. If it fails, at the start of its next turn it takes poison damage equal to half your Poison Die rounded down.
Shape Shifter. Using an action you can transform your body to look like any hummanoid creature that you have seen. You do not gain any weapon proficiencies, class features, racial features or any legendary/lair actions that creature posses. None of your game statics change, other than you cannot use your bite while transformed. Instead you attack by touching your target. This attack functions in the exact same way as your bite, but it only deals poison damage.

Supreme Ortho Kadinart

Prerequisite: Great Ortho Kadinart or Greater Poison Taratect
Ageless. Your body stops aging, making you immune to effects that would artificially age you, also you can no longer die of old age.
Hight of Occultism When you see a hostile creature cast a spell, you can use your reaction to copy that spell. By expending Mana Points equal to the spells level, you can cast the spell immediately after the original person casting the spell. When you do this use your Mana DC in place of the original caster's spell DC.
Supreme Innate Magic You can add 1 8th level and 9th level spell to your Innate Spellcasting list (each usable once per long rest.) You may now use each of your 4th level and lower spells 3 times and each of your 5th and 6th level spells twice before having to finish a long rest.
Shape Shifter. Using an action you can transform your body to look like any hummanoid creature that you have seen. You do not gain any weapon proficiencies, class features, racial features or any legendary/lair actions that creature posses. None of your game statics change, other than you cannot use your bite while transformed. Instead you attack by touching your target. This attack functions in the exact same way as your bite, but it only deals poison damage.

Queen Taratect

Prerequisite: Arch Taratect or Zana Horrowa
Size Increase. You grow close to 14ft long and nearly 10ft tall. Your size increases to Huge and you now take up a 15ft by 15ft square or 8 hexes. Your Hit Die become d10s. Your Hit Point maximum increase by 20 if you evolved from an Arch Taratect or by 60 if you evolved from a Zana Horrowa.
Ageless. Your body stops aging, making you immune to effects that would artificially age you, also you can no longer die of old age.
Condensing Body. You can purposefully make your body smaller. By using a bonus action you can shrink your self down to a large or medium size. While in this smaller form, you only need to consume as much food and drink as a creature of that size to sustain yourself for the day. (If you eat enough food to sustain a medium sized creature while your current size is medium you are sustained for the day.)

Improved Weapons. Your Slam attack now deals 2d10 points of damage and the damage die of your bite becomes a d10. In addition any creature that is three sizes smaller than you automatically fails the Strength contest of your slam. (This scales with your current size. Example if you are currently medium sized a large creature would not automatically fail the contest.)
Looming Terror. On your turn, you can spend 5 Mana Charges to use a bonus action to create a wave of fear. All Hostile creatures of your choosing within 30ft of you must make a Wisdom save against Your Mana DC. On a failure, the creature is frightened of you for 1 minute. While frightened in this manner the creature is also paralyzed. The creature can repeat the saving throws at the end of its turn, ending the condition on a success. If a creature succeeds on this saving throw it is immune to this effect for the next 24 hours.

Spells

In this section is the description for the new spells mentioned earlier in the class description.

Ede Saine Spells

Dark Bullet

3rd level evocation

Casting Time: 1 action
Range: 60ft
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You create a small orb of dark energy and hurl it at a creature in range. Make a ranged spell attack against the target. On a hit the target takes 3d6 necrotic damage.
At Higher Levels: When you cast this spell using a 4th or higher level spell slot, you can create 2 additional orbs for each level above 1st. Make a separate attack roll for each one.

Shadow Sink

3rd level conjuration

Casting Time: 1 minute
Range: Self
Components: V S M (the scale of a shadow dragon, a black onyx worth 25 GP)
Duration: 24 hours
Classes: Cleric, Druid, Warlock, Wizard
You use dark magic to transform your shadow into a storage compartment. For the next 24 hours you can treat your shadow as if it where a Bag of Holding. When the spell ends, everything inside your shadow is ejected, unless you cast the spell again. You can also use the hide action by sinking into your own shadow. When you do this, you can ignore the spacial limitations of the Bag of Holding. You must have nothing else stored inside your shadow to do this.

Dark Spear

4th level evocation

Casting Time: 1 action
Range: 120ft
Components: V S M (a drop of taratect venom or blood.)
Duration: 1 minute (concentration)
Classes: Sorcerer, Warlock, Wizard.
You create two large spears made of crackling dark energy. As part of the same action of casting the spell, you can throw upto two of these spears in a 5ft wide 120ft long line. All creatures in this area must make a Dexterity saving throw, taking 3d10 necrotic damage on a failure or half on a success. A creature cannot be affected by more than one spear during a single round.
At Higher Levels: When you cast the spell using a 5th level or higher slot, you can create 2 additional spears for each level above 4th.

Abyssal Magic Spells

Abyssal Gate

7th level conjuration

Casting Time: 1 action
Range: 150ft
Components: V S M (a drop of demon ichor, a black diamond worth 500 GP which the spell consumes.) Duration: 1 minute
Classes: Wizard You open a portal to the Abyss from which a massive torrent of dark energy flows through. Choose a point on the ground within range a 20ft diameter, 100ft tall cylinder appears there. Each creature in the area must succeed on a Constitution saving throw, taking 10d10 necrotic damage on a failure or half on a success. After the spell ends, a 100ft deep pit is left on the ground where the spell was. This pit is filled with magical darkness starting 20ft down the pit. A creature reduced to 0 HP by this spell dies as its soul is ripped from its body and dragged into the Abyss.
At Higher Levels: When you cast the spell using an 8th level or higher slot, it deals an extra 1d10 points of damage for every level above 7th.

Hellish Wrath

8th level evocation

Casting Time: 1 action
Range: 300ft
Components: V S M (a piece of brimstone taken from the abyss, a handful of ashes of someone who burned to death.)
Duration: 1 minute (concentration)
Classes: Wizard

You summon a small handful of fire from the abyss and hurl it at a point in range. The handful of fire then explodes into a 60ft sphere focused on that point. All creatures in the area must make a Dexterity saving throw. They take 8d6 fire damage + 8d6 necrotic damage on a failure or half on a success. All surfaces in the area are also set on fire, dealing 1d6 fire + 1d6 necrotic damage to all creatures in the area at the start of their turn. The fire lasts for 1 minute or until you lose concentration. No vegetation will grow in the area that this spell was cast ever again.

Betrayer's Hell

9th level evocation

Casting Time: 1 action
Range: Sight
Components: V S M (3 vials of taratect poison, a vampire's fang, and blood from a person executed for committing betrayal.)
Duration: Instantaneous
Classes: Wizard
Countless giant, unholy symbols appear in the sky before raining down and exploding on a point in range. All creatures within a 300ft sphere focused on that point must make a Dexterity saving throw. On a failure, the creature takes 35d8 necrotic damage or half on a success. A creature that is reduced to 0 HP by this spell dies, as its soul is completely destroyed. A creature killed by this spell cannot be revived, even by a Wish spell or divine intervention. This effect occurs unless the target's soul is not housed within their body, or they have another part of their soul hidden away somewhere. The area affected by this spell becomes cursed. While cursed plants can grow within 1000ft of the area and no animals will willing go within 1000ft of the area. Nothing short of divine intervention of a greater deity can remove this curse.

Art Credit

Cover art. The Nightmare of the Labyrinth Uploaded by Sailing 101 https://knowyourmeme.com/photos/2050925-so-im-a-spider-so-what

Disclaimer

This is a homebrewed addition to the game and is not officially endorsed by Wizards of the Coast. ©Wizards of the Coast LLC. Please do not try to pass it off as such. Its creation is permitted by the Fan Content Policy. "Creature Cohorts" where inspired by the work of u/Mister_Thr33.

Special thanks to the r/unearthedarcana and r/dndhomebrew subreddits for their imputs and inspiration.

 

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