Arachnid Warrior
Trained in the Underdark, these Rangers have undergone a profane ritual by the Drow or an Etercap to gain spider-like powers. They use the might of insects to crush foes and perform acts of espionage. Their deadly envenomed weapons can make even a hardened warrior cry for mercy when struck.
| Level | Spells |
|---|---|
| 3 | Jump |
| 5 | Web |
| 9 | Stinking Cloud |
| 13 | Giant Insect |
| 17 | Insect Plague |
Subclass Features
Spider Climb
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You ignore movement restrictions caused by webbing.
Envenomed Weapons
Your weapons are engorged with venom from a variety of spiders that seek you out for the purpose of aiding you. Your weapons deal an additional 1D4 Poison damage on a hit.
You can use a bonus action to Force more venom in and cause an additional effect, they must make a CON saving throw DC equal to your spell save DC. On a failed save you choose from the following effects
The target takes an additional 1D6 Poison damage.
The target’s movement speed is halved until the end of their next turn.
You can use this feature times per long rest equal to your WIS modifier (Minimum 1).
Conclave Spells
Your specific expertise grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.
Skittering Movement
You adapt the unpredictable movements of spiders. Your movement speed increases by 10 ft and you are not affected by spells like Web. You have advantage on DEX saving throws.
Heightened Senses
You have Blindsight and Tremorsense 30 ft and cannot be Surprised.
Webspinner
You can cast the spell Web times per long rest equal to your WIS modifier (Minimum 1).
Superior Envenomed Weapons
Your weapons absorb even more deadly venom. You Envenomed Weapons deal an additional 1D6 Poison damage.You can choose from the following options for your Envenomed Weapons
You deal an additional 2D6 Poison damage
The target’s movement speed becomes zero until the start of their next turn.
The target attacks with disadvantage and cannot make attacks of opportunity until the end of their next turn.