Spider Subclasses (Spider Domain and Circle of Arachnids)

by Carmika

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Spider Subclasses

Cleric Divine Domains

Spider Domain

Spider 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.

Spider Domain Spells

1st-level Spider 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.

Level Spells
1st Malice of Arachia ᴀꜱᴡ, Siren’s Kiss ᴀꜱᴡ
3rd Poison Dart ᴀꜱᴡ, Web
5th Spider Bite ᴀꜱᴡ , Vampiric Touch
7th Giant Insect, Shadow Refuge
9th Devouring Darkness ᴀꜱᴡ, Vorpal Weapon ᴀꜱᴡ (This will apply to your talons)

Arachnid Aptitude

1st level Spider 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 Spider 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 Spider 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. Alternatively, with access to Weaver's Tools, you can produce 2 feet of Pride Silk.
  • You can use your spider silk to cast Web as a bonus action without expending a spell slot. You use 40 feet of silk 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 + 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 Spider Domain spells. You can also not use any normal weapons due to your talons.

Spider Curses

6th level Spider 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 = 8 + your proficiency bonus +

your Wisdom modifier

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 Spider 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 Spider Domain feature
Grown to the heights of power as a true Spider Cleric, you gain access to a small 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.

  • Captured 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 slot to use it again.

True Spider Form

17th level Spider Domain feature
Finally at level 17, your Channel Divinity: Spider Form takes the shape of a Drider. Your size is Large when you transform, giving you +4 to your Strength score. You can stay in this form indefinitely, or 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. You also gain Web Sense and can cast web at will. Lastly, you may use any of the abilities available in the Drider statblock (including Multi Attack), though your individual game statistics do not change.

Part 1 | Spider Domain

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, Hunter's Mark, Wanton Pounce ᴀꜱᴡ
3rd Spider Climb, Web
5th Rain of Spiders ᴀꜱᴡ, Undermine ᴀꜱᴡ
7th Cage of Briars ᴀꜱᴡ, Giant Insect
9th Contagion, 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.


Arach Spider

Small or Medium


  • Armor Class 10 + Dexterity Modifier + Wisdom Modifier
  • Hit Points 5 Times Druid Level
  • Speed 30 feet. 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


  • Armor Class 13 + Dexterity + Wisdom
  • Hit Points Hitpoints equal to Druid level
  • Speed 35 ft. 35 ft. Climbing

Mini-Me: 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).

Part 2 | Arachnomancer

5

Spider Swarm

Large Swarm


  • Armor Class 10 + Dexterity Modifier + Wisdom Modifier
  • Hit Points 5 Times Druid Level
  • Speed 30 feet. 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 insect.

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

Large or Huge


  • Armor Class 2 + Wisdom score
  • Hit Points Hitpoints equal to 10 times your Druid level
  • Speed 35 feet. 35 feet Climbing

Giant Enemy Spider: 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

All 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.

Malice of Arachnia

1st level Enchantment (Curse)


  • Classes: Druid, Inquisitor, Shaman, Witch
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, 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.


Siren's Kiss

1st level Illusion


  • 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


  • 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.


Poison Dart

2nd level Conjuration


  • 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.

Rain of Spiders

3rd level Conjuration


  • Classes: Cleric, Druid, Oracle, Summoner, Witch
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, 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.


Spider Bite

3rd level Transmutation


  • 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


  • Classes: Arcanist, Cleric, Druid, Shaman, Witch, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, 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.


Cage of Briars

4th level Conjuration


  • Classes: Cleric, Druid, Oracle, Ranger, Shaman,
    Summoner, Witch
  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, 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.


Shadow Refuge

4th level Illusion


  • 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.




























ᴷᴳᴱ

Circle of Decay

2nd level Necromancy


  • 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, dear, I'm not dancing for rain. This waltz is meant for very different means. I suppose you could call it a... poison dance.

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.


Nymph's Lullaby

5th level Enchantment


  • 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. A sleeping creature can be woken up as normal.


Devouring Darkness

5th level Necromancy


  • Classes: Arcanist, Cleric, Oracle, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, 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.

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 will release these creatures. Creatures that die to this 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.


Vorpal Weapon

5th level Transmutation


  • Classes: Artificer (Inventor), Inquisitor, Summoner
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a weapon worth at least 1 cp)
  • Duration: Concentration, up to 1 hour

The sharpness of the 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.


Part 3 | Spells
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