Circle of Weavers [New Dawn]

by Rachayz

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Druid: Circle of Weavers

Druid: Circle of Weavers

Druids are linked in harmony with nature, able to draw upon its power and in turn slowly become one with it. There are hundreds of forms a druid may take, but some focus on the many legged spiders as their inspiration and focus. Common among Drow, the circle of weavers specialize in spider-like abilities and poisonous strikes.

Arachnid Form

At 2nd level, you can assume a more frightening form as eight large spider legs grow from your back, and webs weave the air around you to protect you. As an action, you can expend a use of your Wild Shape feature to form these threads, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • You gain the effects of a spider climb spell that lasts until your form ends.
  • You can strike with your spider arms as a bonus action. Make a melee spell attack against a creature within 10 feet. On hit, you deal 1d6 + Wisdom modifier piercing damage, and the creature becomes grappled by two of your spider arms, provided it is no more than one size larger than you. The creature can attempt to escape this grapple by using its action to make a Strength (Athletics) check against your spell save DC, freeing itself on success.

These benefits last for 10 minutes, or until you drop to 0 hit points, die, or fall unconscious.

Silk Weaver

Your time spent weaving with magic has taught you how to weave with tools. At 2nd level, you gain proficiency with weaver's tools. If you are using spider silk to weave, you add twice your proficiency bonus to the check.

Any Wild Shape option that has the Web Sense or Web Walker feature can produce web, which you can use to weave into various things as your DM allows.

Weaver Magic

Your harmony with spiders grants you certain magic, allowing you to better embody your venomous origin. At 2nd level, you learn the poison spray cantrip. When you cast this cantrip, a creature that succeeds its saving throw still takes half as much damage instead of none.

At 3rd level, you have the web spell prepared. It counts as a druid spell for you, and don't count against the number of spells you can have prepared.

You can cast web without expending a spell slot. You can do so a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

Venom Strikes

At 6th level, your affinity to your arachnid kin becomes more powerful. While you are in your Arachnid Form, weapon attacks and strikes made with your spider arms deal 1d6 additional poison damage.

Additionally, while in your Arachnid Form, you treat immunity to poison damage as resistance, and your strikes with your spider legs count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Full Form

At 10th level, when you assume your Arachnid Form, you can instead expend two uses of Wild Shape at the same time to transform into a Weave Spider as well. The stat block for the spider is detailed at the end of this subclass.

Master Weaver

At 14th level, you can pull on the strings of the weave of magic as though they were part of your web. If a creature you can sense moves within 30 feet of yourself, you can use your reaction to pull a thread of the weave taut, forcing it to make a Dexterity saving throw against your spell save DC. On failure, the creature takes 2d6 slashing damage and becomes restrained by arcane threads until the end of your next turn. On success, a creature takes half as much damage and isn't restrained. While in your arachnid form, the range of this feature becomes 60 feet, and you are aware of the exact position of any creature within that radius.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.



Weave Spider

large beast, unaligned


  • Armor Class 13 + your Wisdom modifier (natural armor)
  • Hit Points 5 + five times your druid level
  • Speed 30 ft., climb 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) - - -

  • Skills Stealth +2 plus PB
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., blindsight 30 ft., passive Perception equals yours
  • Languages understands the languages you speak, but cannot speak
  • Challenge
  • Proficiency Bonus equals your bonus

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Magic Weapons. Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Actions

Bite. Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a Constitution saving throw against your spell save DC, taking 18 (4d8) 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.

Corrupting Spray (1/rest). You spray a corrupting bath of toxins in a 15-foot cone. Each creature in that area must make a Constitution saving throw against your spell save DC. If the creature is below its maximum hit points, it has disadvantage on the saving throw. On failure, the creature looses any resistance or immunity it has to poison damage for 1 minute.

Drain (Recharge 6). Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one creature that is grappled by you, incapacitated, or restrained. Hit: 7 (1d10+2) piercing damage plus 13 (3d8) poison damage. You restore a number of hit points equal to the poison damage dealt.

Spellcasting. You can innately cast the following spells, requiring no material components:

At Will: poison spray
2/rest: web

 

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