Spiderkin Weaver
The weavers in spiderkin culture are scholars, the more mentally acute individuals that tend to fill an academic or advisory position within society.
Weavers and The Weave. While applying their heightened, near prodigious intelligence into tutelage of other spiderkin, the weavers are also looked to for civil matters such as town placement. The reason for this is their minute sensitivity to vibrations in their surroundings, which they not only use to find locations free as much as possible from predators, but also to sense where The Weave is most prevalent in the material plane.
Through research and tactical positioning, the weavers have become able to weave their magic in to the fabric of reality, empowering their spells to compete with more powerful mages, even some archwizards.
Supportive Spellcasters. In events such as war, the weavers use their magic to bolster their allies, and route their enemies into the entrenched soldiers and widowmakers.
The More You Know. Survival of the weavers is vital for spiderkin culture, as the weavers also fill a record-keeping role, and weavers from different colonies are more than willing to share information with each other. They have also been known to educate outsiders, about both spiderkin history and culture.
Spiderkin Weaver
Medium humanoid (spiderkin), any alignment
- Armor Class 11 (14 with mage armor)
- Hit Points 71 (13d8 + 13)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 13 (+1) 12 (+1) 19 (+4) 17 (+3) 11 (+0)
- Skills Arcana +8, History +8
- Damage Immunities poison
- Condition Immunities poisoned
- Senses tremorsense 10 ft., passive Perception 13
- Languages Common, Spiderkin
- Challenge 10 (5,900 XP)
Innate Spellcasting. The spiderkin's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no somatic components:
At will: speak with animals (spiders only)
3/day: webSpellcasting. The spiderkin is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The spiderkin has the following wizard spells prepared:
Cantrips (at will): blade ward, infestation, mage
hand
1st level (4 slots): absorb elements, mage armor,
magic missile, shield
2nd level (3 slots): mirror image, scorching ray, web
3rd level (3 slots): counterspell, haste, lightning bolt
4th level (2 slots): greater invisibility, wall of fireSpider Climb. The spiderkin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The spiderkin ignores movement restrictions caused by webbing.
Actions
Bite (Recharge 5-6). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage.
Spellweave. The spiderkin begins to weave a spell into the fabric of reality. The next spell the spiderkin casts has advantage on attack rolls and imposes disadvantage on saving throws.
Reactions
Reactive Spellcasting. When a hostile creature's movement provokes an opportunity attack, the spiderkin can cast a spell, rather than making an opportunity attack.
Artwork by Skulldixon