Cleric: Divine Domains
Weaver Domain
The see the frames of life, to pull the strings, and to attain one's purpose no matter the obstacles. Such is the guideline of a Weaver's Cleric. Their arachnoid deities are manipulative and insightful, weaving complex webs across societies and nations, enacting plans mortals cannot comprehend. Clerics of these deities strive to enact the will of their deities through any means necessary. Like any spider, these Clerics are patient, calculating and cunning, wielding the blessings of their goddesses through powerful curses and haunting transformations, always waiting in the shadows for the perfect moment to strike down enemies or spin the Wheels of Fate.
Weaver Domain Spells
1st level Weaver Domain feature
You always have the spells from the table below prepared once you reach certain levels in this class. Some of these spells can be found in Arcana, Spells and Witchcraft, others in Beyond Magic. All these spells are also available further in this compendium..
| Level | Spells |
|---|---|
| 1st | Malice of Arachia ᴀꜱᴡ, Siren’s Kiss ᴀꜱᴡ |
| 3rd | Poison Dart ᴀꜱᴡ, Webᴮᴹ |
| 5th | Spider Bite ᴀꜱᴡ , Vampiric Touch |
| 7th | Flesh to Stoneᴮᴹ, Shadow Refuge ᴀꜱᴡ |
| 9th | Queen's Cocoonᴮᴹ, Vorpal Weapon ᴀꜱᴡ (This will apply to your talons) |
Arachnid Aptitude
1st level Weaver Domain feature
Thanks to your faith and service, you have a unique connection to arachnids of all kinds. You can communicate simple ideas to creatures that have the Web Walker feature or an innate bite attack that deals poison damage. They can understand the meaning of your words, though you gain no special ability to understand them.
Lastly, natural arachnids are friendly to you if not
compelled to act hostile or threatened
by your behavior.
Bonus Proficiencies
1st level Weaver Domain feature
Like any arachnid, you are quick, strong, and lethal. You gain proficiency with all martial weapons that have the finesse property and with medium armor.
Additionally, you gain proficiency with Weaver’s Tools and Poisoner Kits.
Channel Divinity: Spider Form
2nd level Weaver Domain feature
As a true servant to your arachnid deity, you gain the ability to embody her, heart and soul.
As an action, you can present your holy symbol and use your Channel Divinity to transform yourself into a spider hybrid. While in Spider Form, you gain the follow benefits:
- Your legs change to those of a spider. You gain a climbing speed equal to your walking speed, and you gain the Spider Climb and Web Walker features.
- You gain the ability to produce webbing and spider silk. As an action, you can produce up to 20 feet of Silk Rope. With access to Weaver's Tools and 10 minutes of time, you can produce 2 feet of a new item called Spidersilk (at the bottom of this compendium).
- You can use your spider silk to cast Web as a bonus action without expending a spell slot. You use 40 feet of Silk Rope to cover a 20 feet cube with webbing. Webs made with this feature do not expire if you tend to them once every 24 hours.
- You grow poisonous fangs. You gain a bite attack as a natural weapon. It has the finesse property and deals 1d8 piercing damage + poison damage equal to your Proficiency Bonus.
- Your fingers grow into long, sharp talons that can tear through flesh. Your unarmed strikes deal 1d6 slashing damage and you can use Dexterity in place of Strength. Your range is 10 feet.
- You may attack twice on your turn, making either two claw attacks or one claw attack and one bite attack.
- If you take the Attack action on your turn, you may attempt to grapple an enemy with a bonus action on that same turn.
Your transformation lasts up to 1 hour. While transformed, you cannot cast any spells that have complex somatic components, unless they are Weaver Domain spells. You can also not use any normal weapons due to your talons.

Spider Curses
6th level Weaver Domain feature
Through your service and dedication, your connection to your arachnid goddess grows ever stronger.
Whereas your Spider Form allows you to turn into a perfect union of spider and humanoid, you can now invert its effects and turn them on your enemies, twisting them into wretched abominations of chitin and flesh.
You gain access to two powerful curses to inflict upon your enemies. These Curses have the following saving DC:
Curse Save DC
As an action, you may choose to cast one of the two Curses below as if it is a spell. You can cast these Curses a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest. These Curses can be cast in your Spider Form.
Lastly, whenever you use Channel Divinity: Spider Form, you gain temporary hit point equal to your Cleric level.
Curse of Humiliation
Unique Curse
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
The target makes a Wisdom saving throw against your Curse Save DC. On a failure, the subject is hideously deformed into an ill fitting mockery of arachnid life. When you cast this curse, you may choose from two of the following effects to apply to the affected creature:
- Its size is reduced by one.
- It suffer disadvantage on attack rolls against you.
- You have advantage on attack rolls against the subject.
- The subject's speed is halved.
A creature may end this effect by casting Remove Curse on the afflicted creature, instantly ending the effect.
Curse of Servitude
Unique Curse
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
The target makes a Wisdom saving throw against your Curse Save DC. On a failure, the subject is transformed into a Medium or Small spider and is Charmed by you, under your direct command.
While the creature is Charmed, you can give orders on your turn as a free action. Should you order it to attack its allies, the creature makes a Wisdom saving throw (DC 15). On a success, it may defy the command. If the creature receives no orders, it will only defend and preserve itself to the best of its ability. You cannot order the target to take actions that cause it harm. Each time the target takes damage, it may make a new Wisdom saving throw. On a success, the curse ends.
A creature may end this effect by casting Remove Curse on the afflicted creature, instantly ending the effect.
Divine Strike
8th level Weaver Domain feature
Your connection to your arachnid Goddess allows you to channel all the death and decay a spider could offer. Once per turn when you hit a creature with a weapon attack, you can deal an additional 1d8 acid, necrotic, poison or slashing damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Additionally, whenever you deal poison or slashing damage with your Spider Form, you can choose to deal acid or necrotic damage instead. Your bite and claw attacks while in Spider Form count as magical for the purpose of overcoming resistances.
In Her Lair
17th level Weaver Domain feature
Grown to the heights of power as a true Weaver Cleric, you gain access to a limited portion of the realm of your deity. A small Demiplane of spiders and predation that you may call your own.
This Demiplane is a 30 by 30 foot space which is decorated as you choose, though its features may not be directly harmful or impeding.
You can trap a creature in this realm, or wrap an ally in a restorative extraplanar cocoon. As an action, you may send a creature within 30 feet into your Demiplane. The creature makes a Charisma saving throw against your Spell save DC to resist this effect. A creature can willingly fail this safe. If you are in your Spider Form and have the creature Grappled, the creature has disadvantage on the Saving Throw. You may enter this Demiplane with the target as part of the same action that sends the target creature into it. The target creature appears in the center, while you appear on any point of your choosing. You affect the creature with one of the following effects:
-
Beloved Embrace: The creature regains hits points equal to your Cleric level at the start of each of its turns and may leave of its own volition as a free action. It may stay a maximum of five turns, and is forced to leave at the end of the fifth.
-
Wrapped Prey: The creature sentenced to this plane is Restrained and suspended 1 foot in the air. It may make a Strength check against your Spell Save DC as an action to burst the webbing. If you are not in the Demiplane, it exits the Demiplane once the Restrained condition ends.
Only one creature besides you may be in this Demiplane at a time, unless they are dead. If you are rendered unconscious or die while creatures are within the plane, they and any items placed there are harmlessly ejected.
You may send yourself to the Demiplane at will as an action, though you can not benefit from its cocoon feature. Once you use this feature to send a creature besides yourself into the Demiplane, you must take a long rest or expend a fifth level spell slot to use it again.
True Spider Form
17th level Weaver Domain feature
Finally at level 17, your Channel Divinity: Spider Form takes the shape of a Blessed Drider. Your size is Large when you transform, giving you +4 to your Strength score. You can stay in this form indefinitely and can transform back and forth at will.
You are now able to cast any spell while in this form while retaining all other other abilities your Spider Form grants. Additionally, you gain the Web Sense ability, and can cast Web at will. Lastly, you may use any of the abilities available in the Drider statblock (including Multi Attack). The statblock can be found further in this compendium.
Warlock: Otherworldly Patron
Pact of the Spider Queen
You have made a pact with the Drow Goddess Lolth in exchange for power and influence. By Her will, you uncover secrets and lies alike, manipulating the world around you to Her and your own benefit. The Spider Queen’s aims are often unclear and convoluted, a wicked web of layered deception and control that you now strive to maneuver through. Warlocks of Lolth are oft Drow, but agents of other races working on their own secret agendas also seek out the Dark Mother for aid in exchange for playing the role of spider in her games, or otherwise become the fly.
Expanded Spell List
1st level Pact of the Spider Queen feature
The divine blessings of the Spider Queen let you choose from an expanded list of spells whenever you learn a Warlock spell. The following options are available to you. Some of these spells can be found in Arcana, Spells and Witchcraft, others in Beyond Magic. All these spells are also available further in this compendium.
| Level | Spells |
|---|---|
| 1st | Commandᴮᴹ, Maniaᴮᴹ |
| 3rd | Spider Climb, Webᴮᴹ |
| 5th | Deceptive Provocationᴮᴹ, Reap Lifeᴮᴹ |
| 7th | Confusionᴮᴹ, Greater Invisibility |
| 9th | Devouring Darkness ᴀꜱᴡ, Unholy Bannerᴮᴹ |
Dark Inheritance
1st level Pact of the Spider Queen feature
Starting at 1st level, your bond to your deity teaches you the threats of being unprepared. You gain resistance to poison damage and you have advantage on saving throws against being poisoned. Additionally, you always have the effects of the Detect Poison and Disease spell active, though you cannot identify them.
Spider Mistress
6th level Pact of the Spider Queen feature
Starting at 6th level, you can impose Her will on any spider or giant spider you meet (not wolf spiders or phase spiders). As an action, you can attempt to charm such a spider. It must succeed on a Wisdom saving throw against your Warlock spell save DC or become your familiar. Your spider familiar works as per the Find Familiar spell, except it can attack, is still a beast, and can die permanently.
Should it succeed on its saving throw to resist you, it may attack you. Once you use this ability, you cannot use it again until you finish a short or long rest. If you use this feature again while you already have a familiar from any source, the old familiar will cease to follow you, and if nearby it will immediately attack. The spider familiar becomes stronger than normal depending on your proficiency bonus.
Keep in mind that bringing a Giant Spider with you into town may lead to complications. This spider could potentially be used as a mount, at the behest of the DM.
The statblock can be found further along in this compendium.
Sleep with Eight Eyes Open
6th level Pact of the Spider Queen feature
Also at 6th level, your senses are razor sharp, and your astute understanding of the webs of reality keeps you alert. When you roll for initiative, you may add your Charisma modifier in place of your Dexterity modifier. Additionally, you cannot be surprised in combat.
Poisonous Influence
10th level Pact of the Spider Queen feature
Starting at 10th level, when you make a melee (touch) attack or a melee or ranged spell attack, you can attempt to envenom the target. Out of combat, you can perform this technique with a mere touch. The target makes a Constitution saving throw with the following DC:
Poison Save DC = Your Warlock level + your proficiency bonus
On a failure, the target is venom-struck for 1 minute. If the target fails the saving throw by half the save DC (rounded down) or more, it falls unconscious. You can use this feature three times, regaining expended uses on a long rest. If you use this technique out of combat on a creature aware of your presence, you must make a Dexterity (Sleight of Hand) or a Charisma (Deception) check to avoid being spotted as the source of the poison.
Handmaiden's Call
14th level Pact of the Spider Queen feature
One true servant of the Dark Mother can always call on another. Starting at 14th level, you can attempt to magically summon a Yochlol. When you attempt to summon the demon, roll a d10. On a 7 or more, you summon the Yochlol. On a failure, the attempt fails and you take 1d10 psychic damage. You can choose to inflict 1d6 damage to yourself or to an incapacitated creature in sacrifice. If you do so, the summoning will succeed on a four or more, and you will not take the 1d10 psychic damage if you fail. On a successful summoning, the demon appears in an unoccupied space within 60 feet of you. She acts friendly towards you and your allies, though she can and will not summon other demons.
The Yochlol will remain for 1 minute, or until she or you die. Should you act in a manner that goes against her nature (as ruled by the DM), she may turn on you. If you roll an 8 or more on the d10 (6 or more if you performed a sacrifice), you can summon her for up to 10 minutes. If you roll a 10 (9 or more if you performed a sacrifice), you can summon her for up to 1 hour. Once you use this feature, you must finish a long rest before you can use it again.
Venom-Struck Condition
Not all poisons are equal, and having this condition means you got hit by a very powerful one. You suffer great discomfort.
- A Venom-Struck creature has disadvantage on Attack rolls, Ability Checks and Death Saving Throws.
- Curing this condition requires a cure or healing power that removes disease and illness, and requires at least 1 minute of focus.
- Creatures immune to the poisoned condition are still affected by Venom-Struck.
Druid Circles
Aranea/Circle of Arachnids
Technically an Aranea is not a Druid at all. Rather, Aranea are unique creatures possessing the magical ability to shape-change into spider-like creatures at will. An Aranea or Arachnomancer Druid is either a natural born Aranea who further wishes to enhance their transformative abilities, or a Druid who dedicates themselves to gaining all the powers a spider can have, often becoming a were-spider in the process.
Circle Spells
2nd level Arachnomancer feature
When you reach certain Druid levels, you gain access to the spells listed below. They count as Druid spells for you, and you always have them prepared, but they don't count against the number of spells you prepare each day.
| Level | Spells |
|---|---|
| 2nd | Spare the Dying, Floral Galeᴮᴹ, Wanton Pounce ᴀꜱᴡ |
| 3rd | Poison Dart, Webᴮᴹ |
| 5th | Rain of Spiders ᴀꜱᴡ, Undermine ᴀꜱᴡ |
| 7th | Cage of Briars ᴀꜱᴡ, Giant Insect |
| 9th | Contagionᴮᴹ, Nymph's Lullaby ᴀꜱᴡ |
Additionally, you may cast Charm Beasts and Beast Bond without expending a spell slot when targeting arachnids. Finally, you gain the Spare the Dying cantrip, which takes the form of you injecting coagulants into the target. These are Druid spells and cantrips for you, but do not count against spells prepared or cantrips known.
By Her Body
2nd level Arachnomancer feature
When you Wild Shape, you may only choose arachnids of any kind except Constructs. You may also opt to take on the form of an Arach Spider. When you turn into an Arach spider, you choose to be Medium or Small. (Statblock below)
You can still cast spells while Wildshaped in a form granted by the Arachnomancer circle.
All forms granted by this circle can provoke Saving Throws. These Saving Throws are always equal your Spell Save DC. If your form has a Web action, you may use that ability a number of times equal to your proficiency bonus, regaining expended uses on a Long Rest. Alternatively, you can expend a spell slot of 1st level or higher. Furthermore, you gain climbing speed equal to your walking speed.
Touch of Malice
6th level Arachnomancer feature
As you grow stronger, you grow more lethal too. You gain the ability to attack with poison, even when not in the form of a Spider. You gain a natural spell attack that deals 1d8 poison damage. When you deal damage with this poison or your spider bite, you may choose to inject a more virulent venom. The target must make a Constitution saving throw or take the Poisoned condition for one minute. The target may repeat the saving throw at the end of each of it’s turns, ending the condition on a success.
When you take the attack action in Spider forms granted by this class, you may attack twice.
In addition, you gain resistance to poison damage and have advantage on saving throws against poison. If you already have an innate permanent resistance to poison damage, you gain immunity to poison damage and the Poisoned condition instead.
Lastly, you gain the ability to turn into a Spyder. When you take the form of a Spyder, you choose to be Tiny or Fine. (Statblock below)
Eight Eyed Grace
10th level Arachnomancer feature
As you grow stronger, you grow closer to the arachnids you so often resemble.
You gain the Web Walker and Spider Climb traits, even when not in the form of a Spider.
In addition, you gain 10 feet of blindsight in all of your Spider forms.
You can choose to deal acid or necrotic damage instead of poison damage with your Touch of Malice feature or with a Spider Form bite.
Damage you inflict ignores poison resistance and is only halved by poison immunity. In addition, you can inflict the Poisoned condition on creatures immune to it. Creatures with this immunity have advantage on the saving throw.
In addition you can become a medium or small Spider Swarm. Your swarm cannot spread itself further than 10 by 10 feet. If something would forcibly divide your swarm beyond this, you take 1d12 Necrotic damage per 5 feet of Swarm you would lose.
One with Spiderkind
14th level Arachnomancer feature
Your body changes, your mind adapts. Two additional eyes appear on the sides of your head, and your eyes can become black and colorless at will. You gain sharp teeth in place of your corner teeth. You are more arachnid than humanoid now. You suffer a -2 to your Charisma, but gain proficiency in Insight, Perception and Intimidation. If you already have proficiency in any of these, you gain expertise instead. You gain 10 feet of blindsight regardless of what form you are in.
Additionally, you gain the ability to blast a swarm of spiders out from your body as an action. This takes the form of a 60 foot cone or 30 foot circle. Creatures in this area take 2d8 magical piercing damage and must make a Constitution saving throw against your Spell Save DC. On a failure, they take an additional 5d12 poison damage and are Poisoned for one minute. A Poisoned creature may repeat the saving throw at the end of each turn, ending the effect on a success. Creatures of your choice in this area take no damage and instead gain temporary hit points equal to half your Druid level, as the spiders weave an armor of web around them. You can use this feature once per long rest. Alternatively, you can expend a 5th level spell slot or higher to use it again.
Finally, you can choose to expend two uses of Wild shape to take the form of an Arachnarch. When you became an Arachnarch, you may choose to be Large or Huge, and all creatures with the Web Walker feat that can see you must make a Wisdom saving throw against your Spell save DC or be Charmed by you for one minute or until you deal damage to it or it’s allies.
In addition to consuming two uses of Wild Shape, you may only become an Arachnarch once per Long Rest.
Drider
Large Monstrosity, Chaotic Evil
- Armor Class 19 (Natural Armor)
- Hit Points 123 (13d10 + 52), (Not available in Spider Form)
- Speed 30 ft. Walking, 30 ft. Climbing
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1)
- Skills Perception +5, Stealth +9
- Senses Darkvision 120 ft., Passive Perception 15
- Languages Elvish, Undercommon
- Challenge 6 (2,300 XP)
Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
At will: Dancing Lights
1/day each: Darkness, Faerie Fire
Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker. The drider ignores movement restrictions caused by webbing.Actions
Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (1d4) piercing damage plus (2d8)poison damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 3) slashing damage. two handed
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage. one handed
Longbow.* Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: (1d8 + 3) piercing damage plus (1d8)poison damage.
Spider Familiar
Tiny or Large Beast, Unaligned
- Armor Class 12 or 14 (Natural Armor)
- Hit Points 3 (1d4) or 26 (4d10 + 4)
- Speed 20 ft. walking, climb 20 ft. or 30 ft. walking, climb 30 ft.
STR DEX CON INT WIS CHA 2 or 14 14 or 16 8 or 12 1 or 2 10 or 11 2 or 4
- Skills Stealth +4 or +7
- Senses Darkvision 30 ft. or 60 ft., Passive Perception 12 or 10, Giant Spider: Blindsight 10 ft.
- Languages Doesn't speak, but understands your language
- Challenge 0 or 1 (10 or 200 XP)
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8) piercing damage, and the target must make a DC 11 Constitution saving throw against your Warlock spell save DC, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Growth. Your familiar grows more powerful as you level, dealing 2d8 and 3d8 damage respectively at level 10, 3d8 and 4d8 damage at level 14, and 4d8 and 5d8 damage at level 20.
The spider familiar also gains a bonus in hit points equal to your warlock level plus your proficiency modifier.
Yochlol
Medium Fiend (Demon), Chaotic Evil
- Armor Class 15 (Natural Armor)
- Hit Points 136 (16d8+64)
- Speed 30 ft. Walking, 30 ft. Climbing
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 18 (+4) 13 (+1) 15 (+2) 15 (+2)
- Damage Immunities Poison
- Damage Resistances Cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
- Condition Immunities Poisoned
- Senses Darkvision 120 ft., Passive Perception 12
- Saving Throws Dex +6, Int +5, Wis +6, Cha +6
- Skills Deception +10, Insight +6
- Languages Abyssal, Elvish, Undercommon
- Challenge 10 (5,900 XP)
Shapechanger. The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Magic Resistance. The yochlol has advantage on saving throws against spells and other magical effects.
Spider Climb. The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Innate Spellcasting. The yochlol’s spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components:
At will: Detect Thoughts, Web
1/day: Dominate Person
Web Walker. The yochlol ignores movement restrictions caused by webbing.Actions
Multiattack. The yochlol makes two melee attacks.
Slam (Bite in Spider Form). Melee Weapon Attack: +6 to hit, reach 5 ft. (10 ft. in demon form), one target. Hit: 5 (1d6 + 2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage.
Mist Form. The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies. While in mist form, the yochlol is incapacitated and can’t speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn’t airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage. While in mist form, the yochlol can enter a creature’s space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated.
Arach Spider
Small or Medium Beast
- Armor Class 10 + Dexterity Modifier + Wisdom Modifier
- Hit Points Hit points equal to five times your Druid level
- Speed 30 feet Walking, 30 feet Climbing
Spider Climb: You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense: While in contact with a web, you know the exact location of any other creature in contact with the same web.
Web Walker: You ignore Movement restrictions caused by webbing.
Actions
Bite: Melee Weapon Attack: Finesse property, reach 5 ft., one creature. Hit: 1d8 + mod piercing damage, and the target must make a Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 Hit Points, the target is stable but Poisoned for 1 hour, even after regaining Hit Points, and is Paralyzed while Poisoned in this way.
Web: Ranged Weapon Attack: range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an Action, the Restrained target can make a Strength check against your spell save DC, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC equal to save DC; HP equal to your level; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Spyder
Tiny or Fine Beast
- Armor Class 13 + Dexterity Modifier + Wisdom Modifier
- Hit Points Hitpoints equal to Druid level
- Speed 35 feet Walking, 35 feet. Climbing
Miniscule: Small or larger creatures have disadvantage on Perception and Investigation checks to find you. Your weight is divided by eight.
Spider Climb: You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense: While in contact with a web, you know the exact location of any other creature in contact with the same web.
Web Walker: You ignore Movement restrictions caused by webbing
Actions
Bite: Melee Weapon Attack: Finesse property, reach 5 ft., one Tiny creature. Hit: 1d12 + mod piercing damage, and the target must make a Constitution saving throw, taking 13 (2d12) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 Hit Points, the target is stable but Poisoned for 1 hour, even after regaining Hit Points, and is Paralyzed while Poisoned in this way.
Web: Ranged Weapon Attack: range 30/60 ft., one Tiny creature. Hit: The target is Restrained by webbing. As an Action, the Restrained target can make a Strength check against your spell save DC, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC equal to save DC; HP equal to your level; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


Spider Swarm
Medium swarm of Tiny beasts
- Armor Class 10 + Dexterity Modifier + Wisdom Modifier
- Hit Points Hit points equal to five times your Druid level
- Speed 30 feet Walking, 30 feet Climbing
Spider Climb: You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Swarm: You can occupy another creature's space and vice versa, and you can move through any opening large enough for a Tiny arachnid.
Web Sense: While in contact with a web, you know the exact location of any other creature in contact with the same web.
Web Walker: You ignore movement restrictions caused by webbing.
Actions
Bite: Melee Weapon Attack: Finesse property, reach 0 ft., one creature. Hit: 4d4 + mod piercing damage, and the target must make a Constitution saving throw, taking 15 (6d4) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 Hit Points, the target is stable but Poisoned for 1 hour, even after regaining Hit Points, and is Paralyzed while Poisoned in this way.
Web: Melee Weapon Attack: Finesse property, 0 ft., one creature. Hit: The target is Restrained by webbing. As an Action, the Restrained target can make a Strength check against your spell save DC, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC equal to save DC; HP equal to your level; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Woven Protection: One ally you share a space with gains temporary hit points equal to your Druid level. This consumes one use of your Web actions.
Arachnarch
Huge Beast
- Armor Class 2 + Wisdom score
- Hit Points Hit points equal to ten times your Druid level
- Speed 35 feet Walking, 35 feet Climbing
Arachnoid Monarch: You have advantage on Strength and Charisma (Intimidation) checks.
Spider Climb: You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense: While in contact with a web, you know the exact location of any other creature in contact with the same web.
Web Walker: You ignore movement restrictions caused by webbing.
Actions
Bite: Melee Weapon Attack: Finesse property, reach 5 ft., one creature. Hit: 2d8 + modifier piercing damage, and the target must make a Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 Hit Points, the target is stable but Poisoned for 1 hour, even after regaining Hit Points, and is Paralyzed while Poisoned in this way.
Web: Ranged Weapon Attack: range 30/60 ft., one creature or two Medium or smaller creatures that are adjacent to each other.. Hit: The target is Restrained by webbing. As an Action, the Restrained target can make a Strength check against your spell save DC, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC equal to save DC; HP equal to your level; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


Spells
Arcana, Spells and Witchcraft
Some of the spells written below are from my compendium of Arcana, Spells and Witchcraft. For the sake of easy reference, they are also all written here, marked as [ASW].
Beyond Magic
Some of the spells written below are from my compendium of Beyond Magic. For the sake of easy reference, they are also all written here, marked as [BM].
1st level Spells
Floral Gale
1st level Evocation (Disease) [BM]
- Classes: Cleric, Druid, Oracle, Shaman, Witch
- Casting Time: 1 action
- Range: 50 feet
- Components: V, S
- Duration: Instantaneous
A small touch of sweetened life, to bring forth beauty from their ugliness.
You channel energies of nature in through your body, and release them as a paroxysm of flowery energies to burst at a singular target. Make a ranged spell attack against a target within range. On a hit, the target takes 2d10 poison damage and must make a Constitution saving throw.
If the creature fails the saving throw, they are infected by sweet-smelling flowers that begin to feast on their flesh. Creatures immune to diseases can still be affected. Undead creatures are unaffected by the second effects from this spell.
- Upon failing the initial saving throw, the creature is poisoned. Tiny purple buds begin to appear along the surface of its body. At the end of its next turn, the creature must make another Constitution saving throw.
- If it fails the second saving throw, the buds sprout flowers which rapidly consume the creature’s flesh to feed their birth. The target is no longer poisoned, and a large purple flower will sprout on their body, which will stay there until the creature uses an action to pluck it. While the flower is on its body, it will siphon life, dealing 1d10 damage at the end of every turn. You heal for all damage dealt from this.
If a creature succeeds a save against this spell at any point, the spell’s effects end on it. If the damage from this spell kills the target, multiple purple flowers will grow from their corpse, siphoning the remaining remnants of life to you. You will gain 5 hit points on each of your turns for three rounds.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the siphoning damage and the associated healing of the flower increase by 1d10 for each slot above 1st.
Command (REVISION)
1st level Enchantment [BM]
- Classes: Bard, Cleric, Inquisitor, Oracle, Paladin
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: 1 round
Display obedience, while never stepping out of line.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
- Approach/Come. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
- Begone/Flee/Leave. The target spends its turn moving away from you by the fastest available means. It is inclined to take the Dash action. It will not deliberately move into harmful terrain it knows of.
- Grovel/Surrender. The target drops prone while facing you. It places its weapon (if it has one) or any object it is holding on the ground before you, and then ends its turn.
- Halt/Stop/Wait. The target does not move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
- Consume/Eat/Imbibe. The target reaches for the food or drink closest and most available to it, and begins to eat it. This means it would sooner reach for food lying on the floor than food wrapped up in a backpack.
- Cease. The creature stops with the most prominent thing it is doing, then ends its turn. It may lower its weapon if it is fighting, it may stop eating or working if it was. If the creature was casting a spell or focusing on a spell, the casting is interrupted, and the concentration breaks.
- Antagonize/Distract. The creature distracts itself from its intended goal, and spends its turn acting in a bizarre manner. It may start daydreaming, it may start yelling at one of its allies, it may begin running in a circle. The specific action is determined by the DM. Regardless of the action taken, it must serve no immediate purpose for the creature and not help its current goal in any way.
- Grab/Take/Steal. The creature grabs hold of an object within range that it can carry, or attempts to steal such an object with a contested Strength (Athletics) check.
- Betray/Undermine. The creature takes an action fully contradictory to its intended action. It may make a singular attack against an ally, deliberately do something it is not supposed to, such as break an important object, or leave in the middle of an important moment. Regardless of the action, this betrayal lasts only 1 turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Malice of Arachnia
1st level Enchantment (Curse) [ASW]
- Classes: Druid, Inquisitor, Shaman, Witch
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M
- | M: (A weapon.)
- Duration: 1 hour
The first of the Arachi developed a clever toxin that turns the weak upon their former friends.
You coat a weapon in a enchanted deadly venom. The first time this weapon inflicts damage to a creature, the venom enters the target’s veins, cursing them with terrible hallucinations and compulsions. The cursed target must make a Constitution saving throw at the start of each of its turns for one minute. Each time it fails, choose a creature within 5 feet of it that you can see. The cursed target uses its bonus action to make a single melee weapon attack targeting the creature. Once it lands a successful attack caused by this effect, the effect ends. A creature immune to the poisoned condition cannot be affected.
At Higher Levels. When you cast this spell using a slot of 2nd level or higher, the effect on the cursed target lasts for one additional successful hit using its bonus action per slot level above 1st.
Mania
1st level Evocation and Necromancy [BM]
- Classes: Cleric, Inquisitor, Oracle, Sorcerer, Warlock, Witch
- Casting Time: 2 actions
- Range: 15 feet
- Components: V, S, M
- | M: (A melee weapon with the finesse property that deals piercing or slashing damage.)
- Duration: Instantaneous
Give in to your urges. Surrender your will. Hunt like the animal you were always meant to be.
You close your eyes and summon a wild surge of magical power within yourself, greater than what you could control. Choose a target you can see within range. For your current turn you bide your time, taking the Dodge action. At the start of the next round, you move to the top of the initiative order.
You begin your next turn with a fury rushing through you. Holding the weapon you use as the material component, you leap up to 20 feet towards your chosen target and immediately make three backhanded stab attacks on your target. Make three melee spell attacks with disadvantage. On a hit, the attack deals 1d10 piercing damage and cuts a hole in the body of your target. If you hit all three attacks on one target, you cut off one of their limbs.
An injured target must make a Constitution saving throw for each wound they received. On a failure, the wound bleeds for 1d6 necrotic damage and stays open. On a success, the wound ceases to bleed.
Aftermath. After you cast this spell, roll on the Wild Magic table. You suffer the outcome of that roll. Additionally, you gain a short-term madness when combat ends, or when 1 minute has passed, whichever occurs first. A character affected by this spell will remain manic until the madness passes, though they can still communicate.
At Higher Levels. For every two spell slots above 1st, you can make an additional attack with this spell.
Siren's Kiss
1st level Illusion [ASW]
- Classes: Bard, Cleric, Oracle, Sorcerer, Witch
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: 1 minute
The love of a mermaid is not without consequences.
When you cast this spell, choose a creature you can see within range. An illusory veil covers you, making you appear as the perfect paramour to the target. The target must make a Wisdom saving throw. If they fail, they are charmed by you, and move to grapple you during their next turn. If they succeed, you can use your reaction to deliver a deadly corrosive touch, breaking the grapple, ending the spell, and dealing 2d10 acid damage to the target. You can immediately move up to 10 feet away without provoking attacks of opportunity.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the acid damage increases by 1d10 per slot level above 1st level.
Wanton Pounce
1st level Necromancy [ASW]
- Classes: Inquisitor, Paladin, Ranger, Shaman, Warlock
- Casting Time: 1 reaction, when an enemy falls prone
- Range: Touch (30 feet)
- Components: S
- Duration: Instantaneous
Enemies who cannot stand before you, are unworthy of their honor.
You instantly leap at a creature that has fallen prone and make a single melee weapon attack or unarmed strike. If you hit, you slam the target into the ground, knocking all the air out of their body. The target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a Constitution saving throw. If they fail, they are effectively poisoned until the end of your next turn due to the lack of air in their lungs. Creatures that cannot breathe are immune to this effect.
Level 2 Spells
Circle of Decay
2nd level Necromancy [ASW]
- Classes: Cleric, Druid, Shaman, Warlock, Witch, Wizard
- Casting Time: 1 action or 1 bonus action
- Range: Self (30-foot radius)
- Components: V, S
- Duration: 1 round or concentration, up to 1 minute (see below)
A rain dance? Oh no, my dear, I am not dancing for rain. This waltz is meant for very different means. I suppose you could call it a... poison dance instead.
You twirl and spin, and whirl your hands in a circular motion to call forth poisonous, necrotic energies. When sufficient such energies appear, you grab hold of them and vitiate your immediate surroundings with malignant toxins.
All creatures within 30 feet of you who have 30 or fewer hit points remaining become poisoned until the end of your next turn. A creature poisoned by this spell also has disadvantage on Constitution saving throws.
If you choose to concentrate on this spell, you can repeat the effect as a bonus action on each of your turns for the duration. When you do, all creatures poisoned by this spell which would be affected again also take 2d6 poison damage.
The effect ends for a poisoned creature if their current hit points becomes higher than 30 or if it falls to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the hit point threshold increases by 10 for each slot level above 2nd, and the poison damage increases by 1d6 for every two slots above 2nd.
Poison Dart
2nd level Conjuration [ASW]
- Classes: Arcanist, Druid, Ranger, Shaman, Sorcerer, Warlock, Witch (Occultist), Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
If you thought the spider's bite was bad, just wait until they
start spitting.
You conjure a dart of pure poison and shoot it at a
creature you can see within range. Make a ranged spell
attack. On a hit, the creature takes 3d12 poison damage
and must succeed on a Constitution saving throw or
be poisoned until the start of your next turn.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the damage
increases by 1d12 for each slot level above 2nd.
Web (REVISION)
2nd level Conjuration
- Classes: Arcanist, Cleric, Druid, Sorcerer, Witch, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a bit of spiderweb)
- Duration: Concentration, up to 1 hour
A necessity for any self-respecting Drow priestess.
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs are not anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses in on itself and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs.
Alternative Casting. You can instead attempt to wrap one or two Large or smaller creatures in the webbing. A singular target makes a Dexterity saving throw with disadvantage. On a failure, it takes 1d6 bludgeoning damage as the webbing slams into it. The creature falls prone and is restrained.
If you targeted two creatures, they must be within 20 feet of each other. Both targets make a Dexterity saving throw. If either creature succeeds on this save, the spell fails. On a double failure, the webbing pulls both creatures towards each other. The targets take 3d6 bludgeoning damage, fall prone and are restrained.
A creature restrained in any way by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
Disarming String. Lastly, you can use this alternative casting to attempt to pull away a Small or smaller object. If a creature is holding the object, it makes a Strength saving throw with disadvantage. On a failure, the object flies towards you. This can disarm a creature.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.


Level 3 Spells
Deceptive Provocation
3rd level Enchantment and Illusion (Curse) [BM]
- Classes: Bard, Cleric, Inquisitor, Oracle, Paladin, Warlock
- Casting Time: 1 action
- Range: 120 feet
- Components: V, M
- | M: (A string of black wool and the hair of a wolf.)
- Duration: 1 minute
"That wasn't me. I didn't say anything. It was that guy over there, he's out to get you!"
You mimic the voice of another humanoid whose voice you have heard before (you can use your own), and make an insult or provocation with this voice originating from any point within range, targeting (any other) creature also within range. If the target can hear the voice you create (though they need not understand it), they must make a Wisdom saving throw. On a failure, the target takes 4d8 psychic damage and is taunted by either the creature who the voice belongs to, or the creature or location where you made the voice originate from (whichever makes more sense for your current situation). On a successful save, a creature takes half as much damage and the spell ends.
Displaced Vocals. If you provoked the target with (the voice of) another creature within range, the target becomes hostile to this creature, and is likely to attack. Each time the target takes damage they can make another Wisdom saving throw, ending the taunt on a success. They will no longer be magically inclined to attack the other creature, but may continue to do so of their own volition (as ruled by the DM).
Disconnected Vocals. If you provoked the target with a location (for example by replicating a voice the target does not know and making it originate from inside a nearby building), the target will spend their time investigating the source of the provocation. Upon reaching the source location, the target can make another Wisdom saving throw at the end of each of their turns, realizing the illusion (and that there is no one there) on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target an additional creature for every level above 3rd.
Taunted
An inciting effect has provoked you, and you are angered by a specific source or creature.
- A Taunted creature has advantage on attack rolls against their vexing source, and disadvantage against all other creatures.
- A Taunted creature deals an additional 1d4 damage on physical attacks and targeted spells that only hit their vexing source, and cannot be frightened by it.
- A Taunted creature has disadvantage on all Wisdom saving throws and Wisdom (Perception) checks not directly involving their vexing source.
Rain of Spiders
3rd level Conjuration [ASW]
- Classes: Cleric, Druid, Oracle, Summoner, Witch
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S, M
- M: (A spider leg.)
- Duration: Concentration, up to 1 minute.
Now most people would have mixed feelings about this spell. I don't. I love this. And you can't stop me anyway.
A vertical column of spiders begins to rain down in 20 foot radius, 40 foot high cylinder, centered on a location you specify. A Swarm of Spiders (Monster Manual, pg. 334) descends onto each creature within the cylinder.
This swarm is considered to be climbing on the target creature and moves with them, even if they leave the affected area, and it takes its turn immediately after the affected creature's turn. A creature can use its action to attempt to remove them, making a Strength (Athletics) or Dexterity (Acrobatics) check against the spell save DC of the caster.
The swarm will attack the creature it fell on if it can, or move to chase them if it has been knocked off of them. The spiders are friendly only to the caster of the spell. Any spiders that remain when the spell ends disappear.
Reap Life
3rd level Necromancy [BM]
- Classes: Cleric, Warlock, Witch, Wizard
- Casting Time: 1 reaction, whenever a creature dies near you.
- Range: 40 feet
- Components: V, S
- Duration: Instantaneous
I will wear your ghost, and you will die twice: once against me, and once for me.
Using your profound understanding of the passing of life to death and the spiritual journey that accompanies that event, you can claw away at a creature's soul as it leaves what once was its body. Whenever a creature dies within range, you can grasp at its life to grant yourself 3d6 temporary hit points. You cannot use this feature to gain temporary hit points from constructs or undead.
While you have these hit points, you will have a ghastly glow around you as part of the spirit of the deceased lingers around you. Creatures within a 20-foot radius from you have disadvantage on saving throws against being frightened or shaken, but you are vulnerable to radiant damage while these hit points last.
Hexed. Drawing life from a creature you affected by a Hex grants you an additional 1d6 temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you gain an additional 1d6 temporary hit points for each slot above 3rd.
Spider Bite
3rd level Transmutation [ASW]
- Classes: Sorcerer, Summoner, Warlock, Witch (Occultist)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
It's easier to eat when the prey doesn't resist...
You prick a target with a tiny magical fang of pure venom. Make a melee spell attack against a creature within reach. On a hit, the target takes 4d12 poison damage and must succeed on a Constitution saving throw or be poisoned for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw, ending the effect on a success.
If you miss with the melee spell attack, you can concentrate to maintain the attack for another attempt until the end of your next turn. You may do this multiple times.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot
above 3rd.
Undermine
3rd level Transmutation [ASW]
- Classes: Arcanist, Cleric, Druid, Shaman, Witch, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M
- | M: (The barb of a chwidencha, the leg of a remorhaz or a tooth of a dragon that can burrow.)
- Duration: 1 hour
Quick before the hyena comes.
You touch a willing creature, causing it to change. It grows spikes and barbs over its body, its hands become claw-like and its legs turn into thin but strong bards. The target suffers -3 to their Charisma score due to the monstrous appearance, but gains a burrowing speed of 30 feet for the duration.
Level 4 Spells
Cage of Briars
4th level Conjuration [ASW]
- Classes: Cleric, Druid, Oracle, Ranger, Shaman,
Summoner, Witch - Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M
- | M: (A small woven basket.)
- Duration: 8 hours
To make a mortal crave freedom, give them a cage.
To make a mortal crave order, set them free.
Coiling the will of deadly vines and plants around
your hand, you create a cage of thorned briars and
barbed vines that surrounds a 10-foot cube within
range. The vines are thick and only allow a small
amount of light and air to pass through, providing
three-quarters cover to creatures within and total
cover to creatures outside. You and up to two others
you designate can pass through the cage at will. The
thorned cage has AC 10, 200 hit points, and
vulnerability to fire. A creature that hits the cage with
an unarmed strike or natural weapon, such as a bite
or claw, takes 2d4 piercing damage.
A creature caught within the cage can attempt to break out by cutting an opening in the cage. The creature must deal at least 30 damage to the vines in one turn to cut an opening large enough to escape through. Once attacked, the vines quickly regrow over the course of one turn, sealing everything inside once more while the spell duration lasts.
When a creature is in the cage, you can use a bonus action to attempt to restrain them. The creature makes a Strength saving throw against your spell save DC. On a failure, it takes 2d6 piercing damage and is restrained. The creature can make another Strength saving throw at the end of each subsequent turn, ending the effect on a success, but taking another 2d6 piercing damage on a failure.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the cage’s hit point total increases by 40 and the duration increases by 2 hours for spell slot level above 4th.


ᴷᴳᴱ
Confusion (REVISION)
4th level Enchantment [BM]
- Classes: Arcanist, Bard, Cleric, Inquisitor, Oracle, Sorcerer, Witch, Wizard
- Casting Time: 1 action
- Range: 90 feet (20-feet radius)
- Components: V, S, M
- | M: (Three nut shells.)
- Duration: Concentration, up to 1 minute
I'll be honest, I forgot what I was gonna write here. Luckily I can just write that. Sure, thanks. Okay, I'm leaving now.
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 20-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
| d10 | Behavior |
|---|---|
| 1 | A powerful psychic shock pierces the creature’s mind. It gains a short term madness. |
| 2-5 | A strong mental pain spikes the creature’s mind. The creature takes 2d6 psychic damage. It cannot move or take actions this turn. |
| 6-7 | Ringing in the creature’s head leaves it disoriented. The creature is deafened for 1 turn and uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature is dazed for one turn. |
| 8-9 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature spends their time wildly swinging around themselves, attacking phantoms that do not exist. |
| 10 | The creature pushes through the fog shrouding its mind. It can act and move normally. |
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Dazed Condition
- A dazed creature can only take an action or a bonus action on it's turn, but not both
- A dazed creature can not take reactions.
- The creature has disadvantage on saving throws against being stunned.
Flesh to Stone (REVISION)
4th level Transmutation (Curse) (Level Change) [BM]
- Classes: Cleric, Oracle, Shaman, Warlock, Witch, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M
- | M: (A pinch of lime, water, and earth.)
- Duration: Concentration, up to 1 minute
The sculptor in the next town over is renowned for her work. She makes statues with such intense expressions, and flawless detail. It's almost eerie. How does she do it?
You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature begins to feel heavy, and becomes slower. While you maintain your concentration, the target's movement speed is reduced by 10 feet, and it cannot take reactions.
Petrification. A creature affected by this spell must make a Constitution saving throw at the end of each of its turns. On its first failure, the creature is fully restrained as its flesh begins to harden. If it successfully saves against this spell three times, the spell ends.
If it fails its saves three times, it is turned to stone and is petrified for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the curse ends, and the creature is turned to stone indefinitely until the effect is removed.
Since the curse has been removed, the Remove Curse spell is no longer able to restore the creature to its normal living state. Only a powerful healing spell, such as Heal, Greater Restoration or Wish can revert the condition on the creature.
Doomed. A creature with the Doomed condition has disadvantage on all Constitution saving throws made against this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target an additional creature simultaneously for each spell slot above 4th.
Shadow Refuge
4th level Illusion [ASW]
- Classes: Arcanist, Bard, Inquisitor, Oracle, Ranger, Sorcerer, Warlock, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: 1 round
In the void, peace is cold and clarity is merciless.
You step into a shrouded space in the Astral Plane for a brief moment, gathering your power and waiting for a chance to strike. Until the start of your next turn, you cannot be targeted by spells or attacks and you are heavily obscured by magical darkness. While in the shadows, you can move up to 30 feet to a direction of your choosing as if traversing the Ethereal Plane. Your first successful attack during your next turn inflicts an additional 4d6 psychic damage and knocks your target prone.
If you do not attack by the end of your next turn, you reappear at the location you are currently at.
Level 5 Spells
Contagion (REVISION)
5th level Necromancy (Disease)
- Classes: Cleric, Druid, Oracle, Shaman, Witch
- Casting Time: 1 action
- Range: 50 feet
- Components: V, S
- Duration: 10 days
Woe the day that Pestilence wanders the earth. The Black Death will return.
You call for harrowing, corrupted energies, and unleash them on an area within range. Every creature within a 15-foot radius sphere becomes poisoned. Creature's are susceptible even if they are immune to the poisoned condition, though they do not suffer any negative effects from the condition. Creatures immune to disease are not affected by this spell.
At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but becomes infected with one of the diseases below. The target is subjected to the chosen disease for the spell’s duration.
When you choose the disease for this spell, you apply the same disease to all affected creatures.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
- Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
- Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. The creature's carrying capacity is a tenth of it's usual amount. If the creature is encumbered for 1 minute, it suffers 1 level of Exhaustion.
- Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to acid, cold, fire, lightning, necrotic and poison damage.
- Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell during combat.
- Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Every hour, the creature must make a DC 13 Dexterity saving throw. On a failure, the creature's body begins to spasm and they lose control. The creature drops what they are holding, and is incapacitated for 10 minutes.
- Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it has a 50 percent chance to be stunned until the end of its next turn.
Devouring Darkness
5th level Necromancy [ASW]
- Classes: Arcanist, Cleric, Oracle, Warlock, Witch, Wizard
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S, U
- | U: (A connection to an entity of darkness.)
- Duration: Concentration, up to 1 minute
The darkness has always sung to me. Today, I join the choir!
Calling on a dark god or an ancient entity, you begin a dark, melodic chant, causing a large, circular shadow to appear beneath you, 30 feet in radius. You are rooted to the ground for the duration, and can only move 10 feet per turn while singing. Casting other spells with long verbal components is very difficult while the chant continues.
Dark tendrils burst out from the enormous shadow in all directions, and attempt to strike creatures of your choice within range. These creatures must make a Dexterity saving throw. On a failure, they take 3d8 necrotic damage, and the shadows begin to twist and drain their life force. They are tethered to the darkness for the duration, and slowly begin turning to stone. Their movement speed is reduced by 10 feet. On a success, the creature avoids the dark tendrils and is not tethered. The tether breaks if a creature manages to leave the range of the spell.
Petrification. On subsequent turns, you can use your bonus action to further drain tethered creatures. All affected creatures must make a Constitution saving throw. On a failure, a creature takes 3d8 necrotic damage and further turns into stone. Their movement speed is halved. Any creature that fails the Constitution saving throw against this effect two times is petrified and fully turned to stone. The dark tendrils then release the creature. Creatures that die to the spell of fall to 0 Hit Points fully turn to stone immediately.
While you maintain concentration, you can also use your bonus action to assault any untethered creatures within range of the spell. These creatures must make a Dexterity saving or become tethered and take damage. While you are chanting, you are vulnerable to radiant damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 and the range increases by 5 feet for each level above 5th.
Nymph's Lullaby
5th level Enchantment [ASW]
- Classes: Bard, Cleric, Druid, Oracle, Summoner, Witch
- Casting Time: 1 action
- Range: 50 feet
- Components: V, S
- Duration: Concentration, up to 8 hours
Not all singing sirens live in the sea.
You begin to sing a beautiful, gentle, and lovable lullaby.
For two turns, you can only move 10 feet per round.
If you can keep singing until the end of your next turn, your verbal song ends, though it continues into the dreams of all who heard you. All creatures within 50 feet of you immediately fall asleep, and will stay asleep until the spell ends or you lose concentration. This spell will also affect creatures immune to sleep magic. Undead and constructs are immune to this spell's effects. A sleeping creature can be woken up as normal.
Queen's Cocoon
5th level Abjuration and Necromancy
- Classes: Cleric, Oracle, Inquisitor, Summoner, Warlock, Witch
- Casting Time: 1 action
- Range: Self
- Components: V, S, M, U
- | M: (Poison or venom from a spider or spider-like creature worth at least 50 gp)
- | U: (This webbing of this spell makes your hands quite sticky. You can swing a sword just fine, but any ranged projectiles will stick to your hands. You cannot use ranged weapons or projectiles while the spell lasts.)
- Duration: Concentration, up to 1 minute
The broodmother need not worry about her home, for she always carries it with her.
You call forward dark, ominous energy which latches to your hands and causes them to become sticky. For the duration, your touch is toxic. Any creature that touches your hands must make a Constitution saving throw against your spell save DC or take 1d8 poison damage and become poisoned for until the start of your next turn.
The Cocoon. As a bonus action or reaction on each of your turns for the duration, you can cross your hands to rapidly grow a regenerative cocoon around yourself which knits bodily tissues together again. You root yourself to the ground you stand and become encased in silky but powerful webbing. While in the cocoon, you gain resistance to acid, necrotic and psychic damage and are immune to bludgeoning and poison damage, but you are vulnerable to fire and slashing damage. If you start your turn while encased in the cocoon, you regain 3d8 hit points. Alternatively, you can use a bonus action or reaction to step out of the cocoon.
The cocoon is a cylindrical magical entity that covers your entire body. It has an AC of 13 and 50 hit points. Whenever the cocoon takes any damage, you take the same amount (rounded down). The cocoon cannot regain hit points. If the cocoon is reduced to 0 hit points, the spell ends.
The cocoon's healing powers come from draining the vitality of the immediate surrounding area. At the end of the spell, any 10 feet where a cocoon was created is visibly withered.
Webbing. If Queen's Cocoon is cast or recast while on an existing Large or larger spiderweb, such as from the Web spell, or created by a Giant Spider or Drider, the created cocoon gains an extra 30 hit points (one time per casting of the spell) and can be created on the surface of the web, even if that makes the cocoon vertical or upside down. While you concentrate on this spell, you have the Web Walker feet and can climb the web unimpeded.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the hit points of the cocoon increase by 10 for each slot above 5th.
Vorpal Weapon
5th level Transmutation [ASW]
- Classes: Artificer (Inventor), Inquisitor, Summoner
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M
- | M: (A weapon worth at least 1 cp.)
- Duration: Concentration, up to 1 hour
The sharpness of a sword is not in the edge of the blade, but in the hand of the warrior. Although in this case...
You touch a weapon and imbue it with power. Until the spell ends, the weapon becomes indescribably sharp, ignoring resistance to slashing damage and gaining the Siege property, dealing double damage to inanimate objects and structures. If the weapon has a modifier of less than +3 to attack and damage rolls, its modifier becomes +3 to attack and damage rolls for the duration of the spell.
Additionally, if a critical strike with this weapon would leave a creature with less than 50 hit points, you can choose to decapitate the target creature, instantly killing it.
New Items
Spidersilk
Material, Uncommon | [1lbs, 35gp per 1lbs]
Spidersilk or spider silk was a sturdy, silky fiber produced by various species of (large) spiders, as well as some spider-like creatures such as aranea, driders, and chitines. The material also referred to the processed form of matching fibers, which could be used for various textile purposes throughout the Forgotten Realms. The material was soft and elegant, yet sturdy and light. It tended to be especially popular among Drow with high social standing.
Spidersilk was used for a variety of different crafts. The material was wanted for expensive clothing, but also found use as bowstrings, tripwires, furniture, Spidersilk armor, general robes and tunics, paper and even entire bridges. A particular craft made from this material is Spidersilk rope, known to be strong, reliable and exceptionally light. Besides all the uses in more advanced crafting, Spidersilk was also seen as the material component for a variety of different spells.
Spidersilk Armor
Armor (Light), Rare | [5lbs, 750 gp]
Spidersilk armor was crafted from treated aranea or drider silk. It was soft and very light but was also surprisingly resilient. The AC of the armor is 12 + your Dexterity modifier.
Iron Fibers. A creature wearing clothing or armor made of Spidersilk* takes 4 less slashing damage from magical and non-magical attacks. This adjustment comes before damage resistance. This effect does not stack, with the exception of the Spidersilk Dress.
(Special Note: For the sake of the Cleric - Weaver domain, the Spider Form can be considered a Drider.)
Spidersilk Rope
Adventuring Gear, Uncommon | [1lbs, 80 gp per 50 feet]
A sturdy and soft rope made from powerful spidersilk. This rope has 8 hit points and can be burst with a DC 18 Strength check.
Spiders, Demons
and Divine Powers
This is my second compendium, now much more completed than before. Similarly to Arcana, Spells and Witchcraft, there is a lot of different artworks from a multitude of artists. All credit belongs to the respective owners.
This compendium started out as a singular idea for a subclass I wanted to build, then brought inspiration for one new thing after another until it transformed into what it is now. All the spells described in the final section are either directly my own creation or are reworks from other homebrew creators, or revision of the official content. Feel free to use it (or not use it) as you want for yourself. So thank you, dear reader, for making it all the way to the end of this new collection of private inspiration. I hope you enjoy it. ❤️
I intend to have some way for feedback in the future, but for now, this is it from me. I love Dungeons and Dragons, and I want to make sure that anyone could do anything while playing the game, so that it would never feel dull. Thank you for reading, and enjoy!
-Carmika