https://www.dandwiki.com/w/api.php?action=feedcontributions&user=TEG&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T13:16:37ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=The_Dragon_(5e_Subclass)&diff=1203169The Dragon (5e Subclass)2019-08-12T23:30:48Z<p>TEG: /* Draconic Knowledge */</p>
<hr />
<div>[[Category:5e]][[Category:User]][[Category:Warlock]][[Category:Subclass]]<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!<br />
|-<br />
|<br />
|}<br />
<br />
Your patron is an ancient dragon- a venerable and vastly powerful being. They grant you a portion of their power, and their motivations are usually clear to you, unless the dragon is exiled, or banished from their peers. Not many dragons part with their power so easily, but those who are found worthy wield the will of their patron, and usually bare a mission of high importance. Such patrons include Lendys the Just, Aasterinian the Trickster, Sardior, or even Bahamut or Tiamat themselves.<br />
<br />
<br />
==Expanded Spell List==<br />
<br />
The Dragon Patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Dragon Expanded Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Spell Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''chromatic orb, absorb elements''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''detect thoughts, enhance ability''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''protection from energy, waterbreathing''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''greater invisibility, dominate beast'' <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''dominate person, geas''<br />
|}<br />
<br />
==Draconic Knowledge==<br />
At level 1, you know the Draconic Language, and add it to your list of languages. Additionally, whenever you make a Charisma check when interacting with dragons and draconic creatures (such as Turtle Dragons, Wyverns, and Kobolds), your proficiency bonus is doubled if it applies to the check. When recalling lore or knowledge on Draconic creatures through an ability check, your proficiency bonus is doubled if it applies to the check.<br />
<br />
Additionally, you learn a 1st Level spell from the Wizard spell list. It is a warlock spell that is always known for you, and you may cast it using a warlock spell slot. It does not count against you number of warlock spells known.<br />
<br />
==Draconic Resilience==<br />
<br />
Starting at 6th level, you can choose one draconic damage type (poison, acid, cold, fire, or lightning) when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature.<br />
<br />
<br />
==Draconic Affinity==<br />
<br />
Beginning at 10th level, when you deal damage with a spell of the same type as your current Draconic Resilience, you may add your Charisma Modifier to the damage. Additionally, you may cast a certain spell depending on your current Draconic Type, using a Warlock Spell Slot. This spell is prepared as long as you have this type chosen, doesn't count against your prepared spell limit, and is a Warlock spell for you.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+<br />
|-<br />
! style="text-align:left;padding-right:2em" | Draconic Type<br />
! style="text-align:left;padding-right:2em" | Damage Type<br />
! style="text-align:left;padding-right:2em" | Spell<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:left;padding-right:2em" | Gold, Brass, Red<br />
| style="text-align:left;padding-right:2em" | Fire<br />
| style="text-align:left;padding-right:2em" | ''Immolation''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:left;padding-right:2em" | Blue, Bronze<br />
| style="text-align:left;padding-right:2em" | Lightning<br />
| style="text-align:left;padding-right:2em" | ''Storm Sphere''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:left;padding-right:2em" | Black, Copper<br />
| style="text-align:left;padding-right:2em" | Acid<br />
| style="text-align:left;padding-right:2em" | ''Vitriolic Sphere''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:left;padding-right:2em" | White, Silver<br />
| style="text-align:left;padding-right:2em" | Cold<br />
| style="text-align:left;padding-right:2em" | ''Cone of Cold''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:left;padding-right:2em" | Green<br />
| style="text-align:left;padding-right:2em" | Poison<br />
| style="text-align:left;padding-right:2em" | ''Venomous Spite''[http://www.dandwiki.com/wiki/User:D'Artagnan/5e_Custom_Spells#Venomous_Spite]<br />
|}<br />
<br />
==Draconic Presence==<br />
<br />
At 14th level, you can channel the dread presence of your dragon patron, causing those around you to become awestruck or frightened. As an action, you can draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.<br />
<br />
You must complete a long rest to use this feature again.<br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Warlock]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Fitzmyr%27s_%22Conjurer%27s_Hands%22_(5e_Spell)&diff=1106142Fitzmyr's "Conjurer's Hands" (5e Spell)2018-11-20T17:34:56Z<p>TEG: </p>
<hr />
<div>{{5e Spell<br />
|name=Fitzmyr's "Conjurer's Hands"<br />
|school=Conjuration<br />
|ritual=yes<br />
|lvl=3rd<br />
|casttime=1 Hour<br />
|range=Self / 60 feet<br />
|comp=V / S / M (A feather of a crow, raven, or other dark feathered bird, a pinch of salt, chalk, and approx 12 ounces of red wine, collectively worth 25 gold; Consumed.)<br />
|dur=8 Hours<br />
|summary=A Murder of hands to do your work, with a small price to pay.<br />
}}<br />
<br />
By laying out chalk in a pattern akin to a pyramid as viewed head on from one edge, at a 45 degree angle looking down onto it, sprinkling the salt in a circle around it, connecting the points, and by placing the wine and feather within the centre of the ritual, you may pull at the weave to conjure forth many lesser beings from the ethereal plane to act as mage hands for you. They are not sentient, and you can control them without speaking. These hands, when not actively doing something, will flit around you in a circle at around half your height. These hands are notably larger than the ones created by "Mage Hand" or "Sage Hands". Once cast, 2 Spectral, floating hands come into existence and flit around you for the duration. They can hold no more than 20 lbs of weight, and cannot accumulate weight between them. The hands last for the duration, or until dismissed. Once dismissed, the hands will remain so for the next hour. After the hour is up, they return to you. The hands have the following properties:<br />
<br />
- The hands can hold any weapons that do not have the "Heavy" or "Special" property.<br />
- As an action, you may send out up to half the hands (rounded down) that are currently flitting around you from this spell to interact with objects, manipulate objects, stow or retrieve items from containers, or make attacks. When you do so, they can move at most out to 60 feet from you. When they are done with this action, you may choose to recall them to your person, or leave them where they are. If the hands are moved more than 60 feet from you, they teleport back to you.<br />
- The Hands ignore proficiency requirements for weapons and unarmed strikes for the purpose of making attacks.<br />
- The Hands have an unarmed strike, which has an attack based off of your Intelligence Modifier, doing (2d4 + Int) Force damage on a hit.<br />
- The Hands can make opportunity attacks when an enemy moves out of their 60 foot area of influence, however you may only make 1 attack. Additionally, you may make attacks using these hands whenever you use a feature which allows you to make reaction attacks. (Such as War Caster, Battle Master's "Riposte" Ability)<br />
- These hands take a bonus action to equip, however they can all be equip on the same bonus action.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher you gain an additional hand per spell level above 3rd<br />
----<br />
<br />
{{5e Wizard Spells Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 3]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Fitzmyr%27s_Sage_Hands_(5e_Spell)&diff=1106141Fitzmyr's Sage Hands (5e Spell)2018-11-20T17:34:43Z<p>TEG: </p>
<hr />
<div>{{5e Spell<br />
|name=Fitzmyr's "Sage Hands"<br />
|school=Conjuration<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 bonus action<br />
|range=Self, 30 feet<br />
|comp=V, S<br />
|dur=Concentration, up to 10 minutes <br />
|summary=A modified version of the ''{{5e|Mage Hand}}'' cantrip, by a kenku wizard. Effective for use of offence, utility, and defense, but not the best at any of them. An all-rounder for 1st level spells.<br />
}}<br />
<br />
2 spectral, floating hands appear around you and float counter-clockwise around you for the duration. The hands last for the duration, or until you dispel them as an action or lose concentration. These hands immediately teleport back to you if they are moved more than 30 feet from you.<br />
<br />
These hands are similar in nature to the "magehand" cantrip, but with several notable exceptions.<br />
<br />
-These hands can hold melee weapons with the light property, however cannot use any magical property within them (if the weapons are magical, the damage is magical)<br />
<br />
-Equipping these hands with weapons takes an action, however each hand is equip on the same action (as long as you have the weapons for it)<br />
<br />
-As an action, you may send out half the hands currently flitting around you (rounded down) from this spell to make attacks or interact with an object. If you chose to make attacks, the damage and attack modifier is based off of your spell casting modifier.<br />
<br />
-If you take the attack action, the hand moves 30 feet to attack, and proceeds to teleport back to you, all on the same turn.<br />
<br />
-If you have the "War Caster" feat, or any feat that allows for the use of spells as opportunity attacks, you can use your sage hands to make the attack. Additionally, any feat which involves the weapons that are being wielded (eg defensive duellist) still apply even if the weapon is being wielded by a sage hand.<br />
<br />
<br />
Aside from these notable exceptions, You can use the hands to manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet at a time. The hands can't activate magic items, or carry more than 10 pounds. The hands cannot accumulate weight.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of Second level or higher, you summon an additional sage hand per spell level to assist you.<br />
<br />
<br />
<br />
Ruling Corrections in the respect of this spell.<br />
<br />
1) If you are not proficient in the weapon, you cannot add your proficiency to the attack roll of the weapon (unless otherwise stated in the description of the weapon)<br />
<br />
2) Attacks with 1 handed ranged weapons are only made at disadvantage if the target is within 5 feet of the caster, NOT the weapon<br />
<br />
3) Yes, you can throw weapons using the hands, though it is not always recommended; given the 1 action reload<br />
<br />
4) If, somehow, you can concentrate on 2 instances of this spell, you still cannot send out more sage hands than permitted by the highest level of this spell cast.<br />
<br />
5) The duel wielder feat does not allow for these weapons to be equip with non-light weapons. You also cannot wield "2 handed" light weapons (if your game has them). However, if your game has a light shield/buckler option, then go ahead and wield it (again, you need to be proficient in it AND you can only benefit from 1 shield at a time)<br />
<br />
6) In terms of feats, this spell benefits from all of these feats: sharpshooter (though the weapons cannot make an attack with the -5 +10), War Caster, and Crossbow Expert.<br />
<br />
7) Reloading of a hand crossbow requires at least one hand, be it sage or otherwise, to be free to perform that action.<br />
<br />
----<br />
{{5e Bard Spells Breadcrumb}} <br><br />
{{5e Sorcerer Spells Breadcrumb}}<br><br />
{{5e Warlock Spells Breadcrumb}}<br><br />
{{5e Wizard Spells Breadcrumb}}<br><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Wizard 1]]<br />
[[Category:Warlock 1]]<br />
[[Category:Sorcerer 1]]<br />
[[Category:Bard 1]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Fitzmyr%27s_%22Conjurer%27s_Hands%22_(5e_Spell)&diff=1106140Fitzmyr's "Conjurer's Hands" (5e Spell)2018-11-20T17:33:52Z<p>TEG: </p>
<hr />
<div>{{5e Spell<br />
|name=Conjurer's Hands<br />
|school=Conjuration<br />
|ritual=yes<br />
|lvl=3rd<br />
|casttime=1 Hour<br />
|range=Self / 60 feet<br />
|comp=V / S / M (A feather of a crow, raven, or other dark feathered bird, a pinch of salt, chalk, and approx 12 ounces of red wine, collectively worth 25 gold; Consumed.)<br />
|dur=8 Hours<br />
|summary=A Murder of hands to do your work, with a small price to pay.<br />
}}<br />
<br />
By laying out chalk in a pattern akin to a pyramid as viewed head on from one edge, at a 45 degree angle looking down onto it, sprinkling the salt in a circle around it, connecting the points, and by placing the wine and feather within the centre of the ritual, you may pull at the weave to conjure forth many lesser beings from the ethereal plane to act as mage hands for you. They are not sentient, and you can control them without speaking. These hands, when not actively doing something, will flit around you in a circle at around half your height. These hands are notably larger than the ones created by "Mage Hand" or "Sage Hands". Once cast, 2 Spectral, floating hands come into existence and flit around you for the duration. They can hold no more than 20 lbs of weight, and cannot accumulate weight between them. The hands last for the duration, or until dismissed. Once dismissed, the hands will remain so for the next hour. After the hour is up, they return to you. The hands have the following properties:<br />
<br />
- The hands can hold any weapons that do not have the "Heavy" or "Special" property.<br />
- As an action, you may send out up to half the hands (rounded down) that are currently flitting around you from this spell to interact with objects, manipulate objects, stow or retrieve items from containers, or make attacks. When you do so, they can move at most out to 60 feet from you. When they are done with this action, you may choose to recall them to your person, or leave them where they are. If the hands are moved more than 60 feet from you, they teleport back to you.<br />
- The Hands ignore proficiency requirements for weapons and unarmed strikes for the purpose of making attacks.<br />
- The Hands have an unarmed strike, which has an attack based off of your Intelligence Modifier, doing (2d4 + Int) Force damage on a hit.<br />
- The Hands can make opportunity attacks when an enemy moves out of their 60 foot area of influence, however you may only make 1 attack. Additionally, you may make attacks using these hands whenever you use a feature which allows you to make reaction attacks. (Such as War Caster, Battle Master's "Riposte" Ability)<br />
- These hands take a bonus action to equip, however they can all be equip on the same bonus action.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher you gain an additional hand per spell level above 3rd<br />
----<br />
<br />
{{5e Wizard Spells Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 3]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Fitzmyr%27s_%22Conjurer%27s_Hands%22_(5e_Spell)&diff=1106139Fitzmyr's "Conjurer's Hands" (5e Spell)2018-11-20T17:33:17Z<p>TEG: </p>
<hr />
<div>{{5e Spell<br />
|name=Conjurer's Hands<br />
|school=Conjuration<br />
|ritual=yes<br />
|lvl=3rd<br />
|casttime=1 Hour<br />
|range=Self / 60 feet<br />
|comp=V / S / M (A feather of a crow, raven, or other dark feathered bird, a pinch of salt, and chalk, and approx 12 ounces of red wine, collectively worth 25 gold; Consumed.)<br />
|dur=8 Hours<br />
|summary=A Murder of hands to do your work, with a small price to pay.<br />
}}<br />
<br />
By laying out chalk in a pattern akin to a pyramid as viewed head on from one edge, at a 45 degree angle looking down onto it, sprinkling the salt in a circle around it, connecting the points, and by placing the wine and feather within the centre of the ritual, you may pull at the weave to conjure forth many lesser beings from the ethereal plane to act as mage hands for you. They are not sentient, and you can control them without speaking. These hands, when not actively doing something, will flit around you in a circle at around half your height. These hands are notably larger than the ones created by "Mage Hand" or "Sage Hands". Once cast, 2 Spectral, floating hands come into existence and flit around you for the duration. They can hold no more than 20 lbs of weight, and cannot accumulate weight between them. The hands last for the duration, or until dismissed. Once dismissed, the hands will remain so for the next hour. After the hour is up, they return to you. The hands have the following properties:<br />
<br />
- The hands can hold any weapons that do not have the "Heavy" or "Special" property.<br />
- As an action, you may send out up to half the hands (rounded down) that are currently flitting around you from this spell to interact with objects, manipulate objects, stow or retrieve items from containers, or make attacks. When you do so, they can move at most out to 60 feet from you. When they are done with this action, you may choose to recall them to your person, or leave them where they are. If the hands are moved more than 60 feet from you, they teleport back to you.<br />
- The Hands ignore proficiency requirements for weapons and unarmed strikes for the purpose of making attacks.<br />
- The Hands have an unarmed strike, which has an attack based off of your Intelligence Modifier, doing (2d4 + Int) Force damage on a hit.<br />
- The Hands can make opportunity attacks when an enemy moves out of their 60 foot area of influence, however you may only make 1 attack. Additionally, you may make attacks using these hands whenever you use a feature which allows you to make reaction attacks. (Such as War Caster, Battle Master's "Riposte" Ability)<br />
- These hands take a bonus action to equip, however they can all be equip on the same bonus action.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher you gain an additional hand per spell level above 3rd<br />
----<br />
<br />
{{5e Wizard Spells Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 3]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Fitzmyr%27s_%22Conjurer%27s_Hands%22_(5e_Spell)&diff=1106138Fitzmyr's "Conjurer's Hands" (5e Spell)2018-11-20T17:32:31Z<p>TEG: </p>
<hr />
<div>{{5e Spell<br />
|name=Conjurer's Hands<br />
|school=Conjuration<br />
|ritual=yes<br />
|lvl=3rd<br />
|casttime=1 Hour<br />
|range=Self / 60 feet<br />
|comp=V / S / M (A feather of a crow, raven, or other dark feathered bird, a pinch of salt, and chalk, and approx 12 ounces of red wine, collectively worth 25 gold; Consumed.)<br />
|dur=8 Hours<br />
|summary=A Murder of hands to do your work, with a small price to pay.<br />
}}<br />
<br />
By laying out chalk in a pattern akin to a pyramid as viewed head on from one edge, at a 45 degree angle looking down onto it, sprinkling the salt in a circle around it, connecting the points, and by placing the wine and feather within the centre of the ritual, you may pull at the weave to conjure forth many lesser beings from the ethereal plane to act as mage hands for you. They are not sentient, and you can control them without speaking. These hands, when actively doing something, will flit around you in a circle at around half your height. These hands are notably larger than the ones created by "Mage Hand" or "Sage Hands". Once cast, 2 Spectral, floating hands come into existence and flit around you for the duration. They can hold no more than 20 lbs of weight, and cannot accumulate weight between them. The hands last for the duration, or until dismissed. Once dismissed, the hands will remain so for the next hour. After the hour is up, they return to you. The hands have the following properties:<br />
<br />
- The hands can hold any weapons that do not have the "Heavy" or "Special" property.<br />
- As an action, you may send out up to half the hands (rounded down) that are currently flitting around you from this spell to interact with objects, manipulate objects, stow or retrieve items from containers, or make attacks. When you do so, they can move at most out to 60 feet from you. When they are done with this action, you may choose to recall them to your person, or leave them where they are. If the hands are moved more than 60 feet from you, they teleport back to you.<br />
- The Hands ignore proficiency requirements for weapons and unarmed strikes for the purpose of making attacks.<br />
- The Hands have an unarmed strike, which has an attack based off of your Intelligence Modifier, doing (2d4 + Int) Force damage on a hit.<br />
- The Hands can make opportunity attacks when an enemy moves out of their 60 foot area of influence, however you may only make 1 attack. Additionally, you may make attacks using these hands whenever you use a feature which allows you to make reaction attacks. (Such as War Caster, Battle Master's "Riposte" Ability)<br />
- These hands take a bonus action to equip, however they can all be equip on the same bonus action.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher you gain an additional hand per spell level above 3rd<br />
----<br />
<br />
{{5e Wizard Spells Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 3]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Fitzmyr%27s_%22Conjurer%27s_Hands%22_(5e_Spell)&diff=1106137Fitzmyr's "Conjurer's Hands" (5e Spell)2018-11-20T17:32:10Z<p>TEG: Created page with "{{stub|Incomplete}}{{5e Spell |name=Conjurer's Hands |school=Conjuration |ritual=yes |lvl=3rd |casttime=1 Hour |range=Self / 60 feet |comp=V / S / M (A feather of a crow, rave..."</p>
<hr />
<div>{{stub|Incomplete}}{{5e Spell<br />
|name=Conjurer's Hands<br />
|school=Conjuration<br />
|ritual=yes<br />
|lvl=3rd<br />
|casttime=1 Hour<br />
|range=Self / 60 feet<br />
|comp=V / S / M (A feather of a crow, raven, or other dark feathered bird, a pinch of salt, and chalk, and approx 12 ounces of red wine, collectively worth 25 gold; Consumed.)<br />
|dur=8 Hours<br />
|summary=A Murder of hands to do your work, with a small price to pay.<br />
}}<br />
<br />
By laying out chalk in a pattern akin to a pyramid as viewed head on from one edge, at a 45 degree angle looking down onto it, sprinkling the salt in a circle around it, connecting the points, and by placing the wine and feather within the centre of the ritual, you may pull at the weave to conjure forth many lesser beings from the ethereal plane to act as mage hands for you. They are not sentient, and you can control them without speaking. These hands, when actively doing something, will flit around you in a circle at around half your height. These hands are notably larger than the ones created by "Mage Hand" or "Sage Hands". Once cast, 2 Spectral, floating hands come into existence and flit around you for the duration. They can hold no more than 20 lbs of weight, and cannot accumulate weight between them. The hands last for the duration, or until dismissed. Once dismissed, the hands will remain so for the next hour. After the hour is up, they return to you. The hands have the following properties:<br />
<br />
- The hands can hold any weapons that do not have the "Heavy" or "Special" property.<br />
- As an action, you may send out up to half the hands (rounded down) that are currently flitting around you from this spell to interact with objects, manipulate objects, stow or retrieve items from containers, or make attacks. When you do so, they can move at most out to 60 feet from you. When they are done with this action, you may choose to recall them to your person, or leave them where they are. If the hands are moved more than 60 feet from you, they teleport back to you.<br />
- The Hands ignore proficiency requirements for weapons and unarmed strikes for the purpose of making attacks.<br />
- The Hands have an unarmed strike, which has an attack based off of your Intelligence Modifier, doing (2d4 + Int) Force damage on a hit.<br />
- The Hands can make opportunity attacks when an enemy moves out of their 60 foot area of influence, however you may only make 1 attack. Additionally, you may make attacks using these hands whenever you use a feature which allows you to make reaction attacks. (Such as War Caster, Battle Master's "Riposte" Ability)<br />
- These hands take a bonus action to equip, however they can all be equip on the same bonus action.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher you gain an additional hand per spell level above 3rd<br />
----<br />
<br />
{{5e Wizard Spells Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 3]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Fitzmyr%27s_Sage_Hands_(5e_Spell)&diff=1106135Fitzmyr's Sage Hands (5e Spell)2018-11-20T16:57:03Z<p>TEG: </p>
<hr />
<div>{{5e Spell<br />
|name=Fitzmyr's Sage Hands<br />
|school=Conjuration<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 bonus action<br />
|range=Self, 30 feet<br />
|comp=V, S<br />
|dur=Concentration, up to 10 minutes <br />
|summary=A modified version of the ''{{5e|Mage Hand}}'' cantrip, by a kenku wizard. Effective for use of offence, utility, and defense, but not the best at any of them. An all-rounder for 1st level spells.<br />
}}<br />
<br />
2 spectral, floating hands appear around you and float counter-clockwise around you for the duration. The hands last for the duration, or until you dispel them as an action or lose concentration. These hands immediately teleport back to you if they are moved more than 30 feet from you.<br />
<br />
These hands are similar in nature to the "magehand" cantrip, but with several notable exceptions.<br />
<br />
-These hands can hold melee weapons with the light property, however cannot use any magical property within them (if the weapons are magical, the damage is magical)<br />
<br />
-Equipping these hands with weapons takes an action, however each hand is equip on the same action (as long as you have the weapons for it)<br />
<br />
-As an action, you may send out half the hands currently flitting around you (rounded down) from this spell to make attacks or interact with an object. If you chose to make attacks, the damage and attack modifier is based off of your spell casting modifier.<br />
<br />
-If you take the attack action, the hand moves 30 feet to attack, and proceeds to teleport back to you, all on the same turn.<br />
<br />
-If you have the "War Caster" feat, or any feat that allows for the use of spells as opportunity attacks, you can use your sage hands to make the attack. Additionally, any feat which involves the weapons that are being wielded (eg defensive duellist) still apply even if the weapon is being wielded by a sage hand.<br />
<br />
<br />
Aside from these notable exceptions, You can use the hands to manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet at a time. The hands can't activate magic items, or carry more than 10 pounds. The hands cannot accumulate weight.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of Second level or higher, you summon an additional sage hand per spell level to assist you.<br />
<br />
<br />
<br />
Ruling Corrections in the respect of this spell.<br />
<br />
1) If you are not proficient in the weapon, you cannot add your proficiency to the attack roll of the weapon (unless otherwise stated in the description of the weapon)<br />
<br />
2) Attacks with 1 handed ranged weapons are only made at disadvantage if the target is within 5 feet of the caster, NOT the weapon<br />
<br />
3) Yes, you can throw weapons using the hands, though it is not always recommended; given the 1 action reload<br />
<br />
4) If, somehow, you can concentrate on 2 instances of this spell, you still cannot send out more sage hands than permitted by the highest level of this spell cast.<br />
<br />
5) The duel wielder feat does not allow for these weapons to be equip with non-light weapons. You also cannot wield "2 handed" light weapons (if your game has them). However, if your game has a light shield/buckler option, then go ahead and wield it (again, you need to be proficient in it AND you can only benefit from 1 shield at a time)<br />
<br />
6) In terms of feats, this spell benefits from all of these feats: sharpshooter (though the weapons cannot make an attack with the -5 +10), War Caster, and Crossbow Expert.<br />
<br />
7) Reloading of a hand crossbow requires at least one hand, be it sage or otherwise, to be free to perform that action.<br />
<br />
----<br />
{{5e Bard Spells Breadcrumb}} <br><br />
{{5e Sorcerer Spells Breadcrumb}}<br><br />
{{5e Warlock Spells Breadcrumb}}<br><br />
{{5e Wizard Spells Breadcrumb}}<br><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Wizard 1]]<br />
[[Category:Warlock 1]]<br />
[[Category:Sorcerer 1]]<br />
[[Category:Bard 1]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Fitzmyr%27s_Sage_Hands_(5e_Spell)&diff=1106134Fitzmyr's Sage Hands (5e Spell)2018-11-20T16:56:16Z<p>TEG: </p>
<hr />
<div>{{5e Spell<br />
|name=Fitzmyr's Sage Hands<br />
|school=Conjuration<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 bonus action<br />
|range=Self, 30 feet<br />
|comp=V, S<br />
|dur=Concentration, up to 10 minutes <br />
|summary=A modified version of the ''{{5e|Mage Hand}}'' cantrip, by a kenku wizard. Effective for use of offence, utility, and defense, but not the best at any of them. An all-rounder for 1st level spells.<br />
}}<br />
<br />
2 spectral, floating hands appear around you and float counter-clockwise around you for the duration. The hands last for the duration, or until you dispel them as an action or lose concentration. These hands immediately teleport back to you if they are moved more than 30 feet from you.<br />
<br />
These hands are similar in nature to the "magehand" cantrip, but with several notable exceptions.<br />
<br />
-These hands can hold melee weapons with the light property, however cannot use any magical property within them (if the weapons are magical, the damage is magical)<br />
<br />
-Equipping these hands with weapons takes an action, however each hand is equip on the same action (as long as you have the weapons for it)<br />
<br />
-As an action, you may send out half the hands currently flitting around you (rounded down) from this spell to make attacks or interact with an object. If you chose to make attacks, the damage and attack modifier is based off of your spell casting modifier.<br />
<br />
-If you take the attack action, the hand moves 30 feet to attack, and proceeds to teleport back to you, all on the same turn.<br />
<br />
-If you have the "War Caster" feat, or any feat that allows for the use of spells as opportunity attacks, you can use your sage hands to make the attack. Additionally, any feat which involves the weapons that are being wielded (eg defensive duellist) still apply even if the weapon is being wielded by a sage hand.<br />
<br />
<br />
Aside from these notable exceptions, You can use the hands to manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet at a time. The hands can't activate magic items, or carry more than 10 pounds. The hands cannot accumulate weight.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of Second level or higher, you summon an additional sage hand per spell level to assist you.<br />
<br />
<br />
<br />
Ruling Corrections in the respect of this spell.<br />
1) If you are not proficient in the weapon, you cannot add your proficiency to the attack roll of the weapon (unless otherwise stated in the description of the weapon)<br />
2) Attacks with 1 handed ranged weapons are only made at disadvantage if the target is within 5 feet of the caster, NOT the weapon<br />
3) Yes, you can throw weapons using the hands, though it is not always recommended; given the 1 action reload<br />
4) If, somehow, you can concentrate on 2 instances of this spell, you still cannot send out more sage hands than permitted by the highest level of this spell cast.<br />
5) The duel wielder feat does not allow for these weapons to be equip with non-light weapons. You also cannot wield "2 handed" light weapons (if your game has them). However, if your game has a light shield/buckler option, then go ahead and wield it (again, you need to be proficient in it AND you can only benefit from 1 shield at a time)<br />
6) In terms of feats, this spell benefits from all of these feats: sharpshooter (though the weapons cannot make an attack with the -5 +10), War Caster, and Crossbow Expert.<br />
7) Reloading of a hand crossbow requires at least one hand, be it sage or otherwise, to be free to perform that action.<br />
<br />
----<br />
{{5e Bard Spells Breadcrumb}} <br><br />
{{5e Sorcerer Spells Breadcrumb}}<br><br />
{{5e Warlock Spells Breadcrumb}}<br><br />
{{5e Wizard Spells Breadcrumb}}<br><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Wizard 1]]<br />
[[Category:Warlock 1]]<br />
[[Category:Sorcerer 1]]<br />
[[Category:Bard 1]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Fitzmyr%27s_Sage_Hands_(5e_Spell)&diff=1102036Fitzmyr's Sage Hands (5e Spell)2018-11-07T19:21:01Z<p>TEG: </p>
<hr />
<div>{{5e Spell<br />
|name=Fitzmyr's Sage Hands<br />
|school=Conjuration<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 bonus action<br />
|range=Self, 30 feet<br />
|comp=V, S<br />
|dur=Concentration, up to 10 minutes <br />
|summary=A modified version of the ''{{5e|Mage Hand}}'' cantrip, by a kenku wizard. Effective for use of offence, utility, and defense, but not the best at any of them. An all-rounder for 1st level spells.<br />
}}<br />
<br />
2 spectral, floating hands appear around you and float counter-clockwise around you for the duration. The hands last for the duration, or until you dispel them as an action or lose concentration. These hands immediately teleport back to you if they are moved more than 30 feet from you.<br />
<br />
These hands are similar in nature to the "magehand" cantrip, but with several notable exceptions.<br />
<br />
-These hands can hold melee weapons with the light property, however cannot use any magical property within them (if the weapons are magical, the damage is magical)<br />
<br />
-Equipping these hands with weapons takes an action, however each hand is equip on the same action (as long as you have the weapons for it)<br />
<br />
-As an action, you may send out half the hands currently flitting around you (rounded down) to make attacks or interact with an object. If you chose to make attacks, the damage and attack modifier is based off of your spell casting modifier.<br />
<br />
-If you take the attack action, the hand moves 30 feet to attack, and proceeds to teleport back to you, all on the same turn.<br />
<br />
-If you have the "War Caster" feat, or any feat that allows for the use of spells as opportunity attacks, you can use your sage hands to make the attack. Additionally, any feat which involves the weapons that are being wielded (eg defensive duellist) still apply even if the weapon is being wielded by a sage hand.<br />
<br />
<br />
Aside from these notable exceptions, You can use the hands to manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet at a time. The hands can't activate magic items, or carry more than 10 pounds. The hands cannot accumulate weight.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of Second level or higher, you summon an additional sage hand per spell level to assist you.<br />
<br />
----<br />
{{5e Bard Spells Breadcrumb}} <br><br />
{{5e Sorcerer Spells Breadcrumb}}<br><br />
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[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Wizard 1]]<br />
[[Category:Warlock 1]]<br />
[[Category:Sorcerer 1]]<br />
[[Category:Bard 1]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Armed_and_Ready_(5e_Feat)&diff=1077971Armed and Ready (5e Feat)2018-08-30T21:13:02Z<p>TEG: </p>
<hr />
<div><br />
{{5e Feat<br />
|name= Armed and Ready<br />
|prereqs= [[Spiderfolk, Variant (5e Race)|spiderfolk]]<br />
|benefit= You have unlocked the secrets of your ancestors, and have managed to learn the arts of tri and quad wielding.<br />
<br />
*Your {{5a|str}} or {{5a|dex}} score increases by 1, to a maximum of 20.<br />
<br />
*You can now wield weapons with the [[5e_SRD:Weapon_Properties#Light|light]] property in your extra hands. [note, this doesn’t mean you can make any more attacks than normal, it just means you can hold more weapons. This should go without saying, but some people get confused]<br />
<br />
*You gain 10 feet of climbing speed.<br />
<br />
*If you have fighting styles, your extra limbs count as separate to your normal limbs, meaning you can still benefit from duelling when you have weapons in your extra limbs.<br />
<br />
*You gain 1 object interaction action per round<br />
}}<br />
<br />
<br />
----<br />
{{5e Feats Breadcrumb}}<br />
<br />
<!--REMOVE CATEGORIES AS APPROPRIATE (You'll usually just need one)--><br />
[[Category:Combat Feat]]<br />
[[Category:Racial Feat]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Master_At_Arms,_Variant_(5e_Feat)&diff=1077969Master At Arms, Variant (5e Feat)2018-08-30T21:10:02Z<p>TEG: </p>
<hr />
<div>{{5e Feat<br />
|name= Master of Arms<br />
|prereqs= Dexterity of 13 or higher, [[Spiderfolk, Variant (5e Race)|Spiderfolk Race]]<br />
|benefit=You have become proficient with your unarmed combat, and learned to strike with unwavering speed.<br />
}}<br />
----<br />
<br />
You gain a Ki Point, which regenerates on a short rest. If you already have access to ki, you instead gain 1 more ki point.<br />
<br />
You can draw and holster daggers, without spending an item interaction, a number of times equal to your dexterity modifier. This includes using any of your arms.<br />
<br />
You learn the following martial art features:<br />
==Unwavering Stance==<br />
You can use 1 ki and a bonus action to enter an aggressive stance on your turn. During this stance, you gain a number of Unique reactions equal to 1+ your dexterity modifier (minimum of 2, maximum of 6) which can only be used to make opportunity attacks, once per target per turn, without expending your normal reaction. This stance can last for 1 minute, however to maintain it you need to expend you bonus action on each turn to do so, and the stance ends when you have made the maximum number of opportunity attacks.<br />
<br />
<br />
<br />
==Unrelenting Fury==<br />
When you take the attack action on your turn, you can exchange 1 attack, Your Bonus Action, and 1 ki point to change the attack into a Marking Strike. If the attack hits, it does no damage and marks the target for 1 round of combat, until the start of your next turn. If the target ends it's turn within 5 feet of you, you can expend your reaction to do one of the following:<br />
<br />
Make a melee weapon strike against the target with advantage.<br />
<br />
Knock the target prone if they fail a DC (8+prof+Dexterity) saving throw (Strength or Dexterity, which is decided by the target), which they do at disadvantage<br />
<br />
<br />
<br />
<br />
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{{5e Feats Breadcrumb}}<br />
<br />
[[Category:Combat Feat]]<br />
[[Category:Racial Feat]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Fitzmyr%27s_Sage_Hands_(5e_Spell)&diff=1065658Fitzmyr's Sage Hands (5e Spell)2018-07-24T11:58:41Z<p>TEG: </p>
<hr />
<div>Fitzmyr's Sage Hands<br />
<br />
school=Conjuration<br />
<br />
ritual=no<br />
<br />
lvl=1st<br />
<br />
casttime=1 Bonus Action<br />
<br />
range=Self/30 feet<br />
<br />
comp=V,S<br />
<br />
dur=Concentration, Up to 10 minutes<br />
<br />
summary=A modified version of the Mage Hand cantrip, by a Kenku wizard. Effective for use of offence, utility, and defence, but not the best at any of them. An all-rounder for 1st level spells.<br />
<br />
<br />
<br />
<br />
2 spectral, floating hands appear around you and float counter-clockwise around you for the duration. The hands last for the duration, or until you dispel them as an action or lose concentration. These hands immediately teleport back to you if they are moved more than 30 feet from you.<br />
<br />
These hands are similar in nature to the "magehand" cantrip, but with several notable exceptions.<br />
<br />
-These hands can hold melee weapons with the light property, however cannot use any magical property within them (if the weapons are magical, the damage is magical)<br />
<br />
-Equipping these hands with weapons takes an action, however each hand is equip on the same action (as long as you have the weapons for it)<br />
<br />
-As an action, you may send out half the hands currently flitting around you (rounded down) to make attacks or interact with an object. If you chose to make attacks, the damage and attack modifier is based off of your intelligence modifier.<br />
<br />
-If you take the attack action, the hand moves 30 feet to attack, and proceeds to teleport back to you, all on the same turn.<br />
<br />
-If you have the "War Caster" feat, or any feat that allows for the use of spells as opportunity attacks, you can use your sage hands to make the attack. Additionally, any feat which involves the weapons that are being wielded (eg defensive duellist) still apply even if the weapon is being wielded by a sage hand.<br />
<br />
<br />
Aside from these notable exceptions, You can use the hands to manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet at a time. The hands can't activate magic items, or carry more than 10 pounds. The hands cannot accumulate weight.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of Second level or higher, you summon an additional Sage hand per spell level to assist you.<br />
<br />
----<br />
{{5e Bard Spells Breadcrumb}}<br />
{{5e Sorcerer Spells Breadcrumb}}<br />
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{{5e Wizard Spells Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
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[[Category:Wizard 1st level]]<br />
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[[Category:Bard 1st level]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Fitzmyr%27s_Sage_Hands_(5e_Spell)&diff=1065655Fitzmyr's Sage Hands (5e Spell)2018-07-24T11:43:53Z<p>TEG: Created page with "{{ |name= Fitzmyr's Sage Hands |school= Conjuration |ritual= no |lvl= 1st |casttime= 1 Bonus Action |range= Self/30 feet |comp= V,S |dur= Concentration, Up to 10 minutes |summ..."</p>
<hr />
<div>{{<br />
|name= Fitzmyr's Sage Hands<br />
|school= Conjuration<br />
|ritual= no<br />
|lvl= 1st<br />
|casttime= 1 Bonus Action<br />
|range= Self/30 feet<br />
|comp= V,S<br />
|dur= Concentration, Up to 10 minutes<br />
|summary= A modified version of the Mage Hand cantrip, done by a kenku wizard. Effective for use of offence and defence<br />
}}<br />
<br />
2 spectral, floating hands appear around you and float counter-clockwise around you for the duration. The hands last for the duration, or until you dispel them as an action or lose concentration. These hands immediately teleport back to you if they are moved more than 30 feet from you.<br />
<br />
These hands are similar in nature to the "magehand" cantrip, but with several notable exceptions.<br />
<br />
-These hands can hold melee weapons with the light property, however cannot use any magical property within them (if the weapons are magical, the damage is magical)<br />
<br />
-Equipping these hands with weapons takes an action, however each hand is equip on the same action (as long as you have the weapons for it)<br />
<br />
-As an action, you may send out half the hands currently flitting around you (rounded down) to make attacks or interact with an object. If you chose to make attacks, the damage and attack modifier is based off of your intelligence modifier.<br />
<br />
-If you take the attack action, the hand moves 30 feet to attack, and proceeds to teleport back to you, all on the same turn.<br />
<br />
-If you have the "War Caster" feat, or any feat that allows for the use of spells as opportunity attacks, you can use your sage hands to make the attack. Additionally, any feat which involves the weapons that are being wielded (eg defensive duellist) still apply even if the weapon is being wielded by a sage hand.<br />
<br />
<br />
Aside from these notable exceptions, You can use the hands to manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet at a time. The hands can't activate magic items, or carry more than 10 pounds. The hands cannot accumulate weight.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of Second level or higher, you summon an additional Sage hand per spell level to assist you.<br />
<br />
----<br />
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[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Wizard 1]]<br />
[[Category:Warlock 1]]<br />
[[Category:Sorcerer 1]]<br />
[[Category:Bard 1]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1062781Spider Domain, Variant (5e Subclass)2018-07-10T18:36:51Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level, and may summon a number of spiders equal to 2 times your proficiency bonus at any time. <br />
<br />
You may choose one of the following to summon;<br />
<br />
Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms; as well as any spider creatures the DM may allow.<br />
<br />
These spiders are classed as a celestial, fey, or fiend (your choice, though typically related to your alignment) in nature, and understands all languages you speak (if it has high enough intelligence, 5 or more, it can also speak in them). If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to half of your wisdom modifier every long rest (rounding down). The Summon is under your control directly, no action required, and you cannot summon again until all your summons die or you dismiss them, no action required. You can communicate telepathically with your summon up to a range of 20 feet times by your wisdom modifier. You can see through your spider's eyes at will as well, retaining your darkvision or other effects on your sight, however can only do this once per turn in combat.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast the spell from one of the spiders the cleric has summoned. This can be done a total number of times equal to your Wisdom Mod per Long rest. This consumes your spell slot, and does not allow you to cast more than one spell per turn, as normal. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier. You can use this feature a number of times every short rest equal to your Wisdom Modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls. Spider Summons may do an additional d8 of magical piercing damage when they hit an attack. This dice IS effected by critical hits.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them. You also gain 60 feet of darkvision. If you allready have darkvision, you instead gain 30 feet more.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls. The additional damage dice increases to a d10 of magical piercing damage.<br />
<br />
Your Spider Summons now gain hit-points equal to 3 times your wisdom modifier, instead of just your wisdom modifier, on top of their normal health.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 10 + your wisdom modifier + their dexterity modifier, and their current and maximum hitpoints doubles. You may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 13 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by a further 30 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance; as does the "poisoned" condition. They have resistance to physical damage from non magical sources.<br />
<br />
Finally; You can overcast a spell by using your channel divinity. When you cast a spell, you can expend a use of your channel divinity to add additional effects to the spell; however this ability cannot be done for spells higher than 5th level, or spells cast at those levels.<br />
<br />
;Healing spells now heal for 5 hitpoints per spell level<br />
<br />
;Attack spells have a +1 to hit per spell level; and their damage and effects ignore resistances (but not immunises)<br />
<br />
;DC Spells have a +1 on their DC per spell level; and their damage and effects ignore resistances (but not immunities)<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1062771Spider Domain, Variant (5e Subclass)2018-07-10T18:05:20Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level, and may summon a number of spiders equal to 2 times your proficiency bonus at any time. <br />
<br />
You may choose one of the following to summon;<br />
<br />
Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms; as well as any spider creatures the DM may allow.<br />
<br />
These spiders are classed as a celestial, fey, or fiend (your choice, though typically related to your alignment) in nature, and understands all languages you speak (if it has high enough intelligence, 5 or more, it can also speak in them). If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to half of your wisdom modifier every long rest (rounding down). The Summon is under your control directly, no action required, and you cannot summon again until all your summons die or you dismiss them, no action required. You can communicate telepathically with your summon up to a range of 20 feet times by your wisdom modifier. You can see through your spider's eyes at will as well, retaining your darkvision or other effects on your sight, however can only do this once per turn in combat.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast the spell from one of the spiders the cleric has summoned. This can be done a total number of times equal to your Wisdom Mod per Long rest. This consumes your spell slot, and does not allow you to cast more than one spell per turn, as normal. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier. You can use this feature a number of times every short rest equal to your Wisdom Modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls. Spider Summons may do an additional d8 of magical piercing damage when they hit an attack. This dice IS effected by critical hits.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them. You also gain 60 feet of darkvision. If you allready have darkvision, you instead gain 30 feet more.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls. The additional damage dice increases to a d10 of magical piercing damage.<br />
<br />
Your Spider Summons now gain hit-points equal to 3 times your wisdom modifier, instead of just your wisdom modifier, on top of their normal health.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 10 + your wisdom modifier + their dexterity modifier, and their current and maximum hitpoints doubles. You may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 13 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by a further 30 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance; as does the "poisoned" condition. They have resistance to physical damage from non magical sources.<br />
<br />
Finally; You can overcast a spell by using your channel divinity. When you cast a spell, you can expend a use of your channel divinity to add additional effects to the spell; however this ability cannot be done for spells higher than 5th level, or spells cast at those levels.<br />
<br />
;Healing spells now heal for 5 hitpoints per spell level<br />
<br />
;Attack spells have a +1 to hit per spell level; and their damage and effects ignore resistances (but not immunises)<br />
<br />
;DC Spells have a +1 on their DC per spell level; and their damage and effects ignore resistances (but not immunities)<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1062767Spider Domain, Variant (5e Subclass)2018-07-10T17:37:19Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level, and may summon a number of spiders equal to 3 times your proficiency bonus at any time. You may choose one of the following to summon;<br />
Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms;<br />
as well as any spider creatures the DM may allow. These spiders are classed as a celestial, fey, or fiend (your choice, though typically related to your alignment)) in nature, and understands all languages you speak (if it has high enough intelligence, 5 or more, it can also speak in them). If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to half of your wisdom modifier every long rest (rounding down). The Summon is under your control directly, no action required, and you cannot summon again until all your summons die or you dismiss them, no action required. You can communicate telepathically with your summon up to a range of 20 feet times by your wisdom modifier. You can see through your spider's eyes at will as well, retaining your darkvision or other effects on your sight, however can only do this once per turn in combat.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast the spell from one of the spiders the cleric has summoned. This can be done a total number of times equal to your Wisdom Mod per Long rest. This consumes your spell slot, and does not allow you to cast more than one spell per turn, as normal. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier. You can use this feature a number of times every short rest equal to your Wisdom Modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls. Spider Summons may do an additional d8 of magical piercing damage when they hit an attack. This dice IS effected by critical hits.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them. You also gain 60 feet of darkvision. If you allready have darkvision, you instead gain 30 feet more.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls. The additional damage dice increases to a d10 of magical piercing damage.<br />
<br />
Your Spider Summons now gain hit-points equal to 3 times your wisdom modifier, instead of just your wisdom modifier, on top of their normal health.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 10 + your wisdom modifier + their dexterity modifier, and their current and maximum hitpoints doubles. You may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 13 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by a further 30 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance; as does the "poisoned" condition. They have resistance to physical damage from non magical sources.<br />
<br />
Finally; You can overcast a spell by using your channel divinity. When you cast a spell, you can expend a use of your channel divinity to add additional effects to the spell; however this ability cannot be done for spells higher than 5th level, or spells cast at those levels.<br />
<br />
;Healing spells now heal for 5 hitpoints per spell level<br />
<br />
;Attack spells have a +1 to hit per spell level; and their damage and effects ignore resistances (but not immunises)<br />
<br />
;DC Spells have a +1 on their DC per spell level; and their damage and effects ignore resistances (but not immunities)<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Talk:Armed_and_Ready_(5e_Feat)&diff=1062352Talk:Armed and Ready (5e Feat)2018-07-08T22:37:09Z<p>TEG: /* Making More Attacks? */</p>
<hr />
<div>====Making More Attacks?====<br />
Wielding extra weapons does not allow you to gain extra attacks, you can only ever make 1 additional attack with light weapons per the rules on [[5e_SRD:Melee_Attacks#Two-Weapon_Fighting|two-weapon fighting]].--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 17:52, 6 July 2018 (MDT)<br />
<br />
You are correct in this matter. I didn’t ever intend to imply otherwise, the purpose of this feat isn’t to allow the wielding of more weapons and that’s it. I assume you misinterpreted this feat. --[[User:TEG|TEG]] ([[User talk:TEG|talk]]) 06:36, 8 July 2018 (MDT)<br />
:Yep, I thought that you designed the feat so extra attacks could be made as holding extra melee weapons isn't really an advantage on combat since holding more than 2 melee weapons doesn't provide anything.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 10:34, 8 July 2018 (MDT)<br />
<br />
You’d be suprised how resourceful players can be with that power; for example you can proc many abilities (crossbow expert as one) with the use of a 1 handed light weapon attack. Another example is (without the use of a crossbow expert feat) reloading a crossbow usually requires a free hand so the extra arms allows 3 shots from 3 handcrossbows without technically breaking any rules about he loading property. Those are just some things I could think of off the top of my head (not to mention what could be done with duel wielder, monks, or am action surge with thrown weapons. Any ideas how it could be abused, go ahead and let me know! --[[User:TEG|TEG]] ([[User talk:TEG|talk]]) 16:37, 8 July 2018 (MDT)</div>TEGhttps://www.dandwiki.com/w/index.php?title=Talk:Armed_and_Ready_(5e_Feat)&diff=1062244Talk:Armed and Ready (5e Feat)2018-07-08T12:36:49Z<p>TEG: /* Making More Attacks? */</p>
<hr />
<div>====Making More Attacks?====<br />
Wielding extra weapons does not allow you to gain extra attacks, you can only ever make 1 additional attack with light weapons per the rules on [[5e_SRD:Melee_Attacks#Two-Weapon_Fighting|two-weapon fighting]].--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 17:52, 6 July 2018 (MDT)<br />
<br />
You are correct in this matter. I didn’t ever intend to imply otherwise, the purpose of this feat isn’t to allow the wielding of more weapons and that’s it. I assume you misinterpreted this feat. --[[User:TEG|TEG]] ([[User talk:TEG|talk]]) 06:36, 8 July 2018 (MDT)</div>TEGhttps://www.dandwiki.com/w/index.php?title=Armed_and_Ready_(5e_Feat)&diff=1061915Armed and Ready (5e Feat)2018-07-07T10:05:18Z<p>TEG: </p>
<hr />
<div><br />
{{5e Feat<br />
|name= Armed and Ready<br />
|prereqs= [[Spiderfolk, Variant (5e Race)|spiderfolk]]<br />
|benefit= You have unlocked the secrets of your ancestors, and have managed to learn the arts of tri and quad wielding.<br />
<br />
*Your {{5a|str}} or {{5a|dex}} score increases by 1, to a maximum of 20.<br />
<br />
*You can now wield weapons with the [[5e_SRD:Weapon_Properties#Light|light]] property in your extra hands. [note, this doesn’t mean you can make any more attacks than normal, it just means you can hold more weapons. This should go without saying, but some people get confused]<br />
<br />
*You gain 5 feet of climbing speed.<br />
}}<br />
<br />
<br />
----<br />
{{5e Feats Breadcrumb}}<br />
<br />
<!--REMOVE CATEGORIES AS APPROPRIATE (You'll usually just need one)--><br />
[[Category:Combat Feat]]<br />
[[Category:Racial Feat]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Armed_and_Ready_(5e_Feat)&diff=1061914Armed and Ready (5e Feat)2018-07-07T10:04:42Z<p>TEG: </p>
<hr />
<div><br />
{{5e Feat<br />
|name= Armed and Ready<br />
|prereqs= [[Spiderfolk, Variant (5e Race)|spiderfolk]]<br />
|benefit= You have unlocked the secrets of your ancestors, and have managed to learn the arts of tri and quad wielding.<br />
<br />
*Your {{5a|str}} or {{5a|dex}} score increases by 1, to a maximum of 20.<br />
<br />
*You can now wield weapons with the [[5e_SRD:Weapon_Properties#Light|light]] property in your extra hands. [note, this doesn’t mean you can make any more attacks than normal, it just means you can hold more weapons. This should go without saying, but some people get confused)<br />
<br />
*You gain 5 feet of climbing speed.<br />
}}<br />
<br />
<br />
----<br />
{{5e Feats Breadcrumb}}<br />
<br />
<!--REMOVE CATEGORIES AS APPROPRIATE (You'll usually just need one)--><br />
[[Category:Combat Feat]]<br />
[[Category:Racial Feat]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Armed_and_Ready_(5e_Feat)&diff=1060621Armed and Ready (5e Feat)2018-07-03T17:35:57Z<p>TEG: Created page with " {{5e Feat |name= Armed and Ready |prereqs= Spiderfolk (variant) Race. Character level 5 |benefit= You have unlocked the secrets of your ancestors, and have managed to learn t..."</p>
<hr />
<div><br />
{{5e Feat<br />
|name= Armed and Ready<br />
|prereqs= Spiderfolk (variant) Race. Character level 5<br />
|benefit= You have unlocked the secrets of your ancestors, and have managed to learn the arts of tri and quad wielding.<br />
<br />
<br />
<br />
You gain +1 in strength OR dexterity<br />
<br />
You can now wield weapons with the "light" property in your extra hands.<br />
<br />
You gain 5 feet of climbing speed<br />
<br />
}}<br />
<br />
<br />
----<br />
{{5e Feats Breadcrumb}}<br />
<br />
<!--REMOVE CATEGORIES AS APPROPRIATE (You'll usually just need one)--><br />
[[Category:Combat Feat]]<br />
[[Category:Racial Feat]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1058629Spider Domain, Variant (5e Subclass)2018-06-26T22:01:15Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level, and may summon a number of spiders equal to 3 times your proficiency bonus at any time. You may choose one of the following to summon;<br />
Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms;<br />
as well as any spider creatures the DM may allow. These spiders are classed as a celestial, fey, or fiend (your choice, though typically related to your alignment)) in nature, and understands all languages you speak (if it has high enough intelligence, 5 or more, it can also speak in them). If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to half of your wisdom modifier every long rest (rounding down). The Summon is under your control directly, no action required, and you cannot summon again until all your summons die or you dismiss them, no action required. You can communicate telepathically with your summon up to a range of 20 feet times by your wisdom modifier. You can see through your spider's eyes at will as well, retaining your darkvision or other effects on your sight, however can only do this once per turn in combat.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast the spell from one of the spiders the cleric has summoned. This can be done a total number of times equal to your Wisdom Mod per Long rest. This consumes your spell slot, and does not allow you to cast more than one spell per turn, as normal. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier. You can use this feature a number of times every short rest equal to your Wisdom Modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls. Spider Summons may do an additional d8 of magical piercing damage when they hit an attack. This dice IS effected by critical hits.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them. You also gain 60 feet of darkvision. If you allready have darkvision, you instead gain 30 feet more.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls. The additional damage dice increases to a d10 of magical piercing damage.<br />
<br />
Your Spider Summons now gain hitpoints equal to 3 times your wisdom modifier, instead of just your wisdom modifier, on top of their normal health.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 10 + your wisdom modifier + their dexterity modifier, and their maximum hitpoints increases to equal yours, unless their's was higher. Champions are immune to charm and fear effects, and you may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 13 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by a further 30 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance; as does the "poisoned" condition. They have resistance to physical damage from non magical sources.<br />
<br />
Finally; You can overcast a spell by using your channel divinity. When you cast a spell, you can expend a use of your channel divinity to add additional effects to the spell; however this ability cannot be done for spells higher than 5th level, or spells cast at those levels.<br />
<br />
;Healing spells now heal for 5 hitpoints per spell level<br />
<br />
;Attack spells have a +1 to hit per spell level; and their damage and effects ignore resistances (but not immunises)<br />
<br />
;DC Spells have a +1 on their DC per spell level; and their damage and effects ignore resistances (but not immunities)<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1058628Spider Domain, Variant (5e Subclass)2018-06-26T21:59:39Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level, and may summon a number of spiders equal to 3 times your proficiency bonus at any time. You may choose one of the following to summon;<br />
Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms;<br />
as well as any spider creatures the DM may allow. These spiders are classed as a celestial, fey, or fiend (your choice, though typically related to your alignment)) in nature, and understands all languages you speak (if it has high enough intelligence, 5 or more, it can also speak in them). If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to half of your wisdom modifier every long rest (rounding down). The Summon is under your control directly, no action required, and you cannot summon again until all your summons die or you dismiss them, no action required. You can communicate telepathically with your summon up to a range of 20 feet times by your wisdom modifier. You can see through your spider's eyes at will as well, retaining your darkvision or other effects on your sight, however can only do this once per turn in combat.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast the spell from one of the spiders the cleric has summoned. This consumes your spell slot, and does not allow you to cast more than one spell per turn, as normal. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier. You can use this feature a number of times every short rest equal to your Wisdom Modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls. Spider Summons may do an additional d8 of magical piercing damage when they hit an attack. This dice IS effected by critical hits.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them. You also gain 60 feet of darkvision. If you allready have darkvision, you instead gain 30 feet more.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls. The additional damage dice increases to a d10 of magical piercing damage.<br />
<br />
Your Spider Summons now gain hitpoints equal to 3 times your wisdom modifier, instead of just your wisdom modifier, on top of their normal health.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 10 + your wisdom modifier + their dexterity modifier, and their maximum hitpoints increases to equal yours, unless their's was higher. Champions are immune to charm and fear effects, and you may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 13 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by a further 30 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance; as does the "poisoned" condition. They have resistance to physical damage from non magical sources.<br />
<br />
Finally; You can overcast a spell by using your channel divinity. When you cast a spell, you can expend a use of your channel divinity to add additional effects to the spell; however this ability cannot be done for spells higher than 5th level, or spells cast at those levels.<br />
<br />
;Healing spells now heal for 5 hitpoints per spell level<br />
<br />
;Attack spells have a +1 to hit per spell level; and their damage and effects ignore resistances (but not immunises)<br />
<br />
;DC Spells have a +1 on their DC per spell level; and their damage and effects ignore resistances (but not immunities)<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1058627Spider Domain, Variant (5e Subclass)2018-06-26T21:54:25Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level, and may summon a number of spiders equal to 3 times your proficiency bonus at any time. You may choose one of the following to summon;<br />
Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms;<br />
as well as any spider creatures the DM may allow. These spiders are classed as a celestial, fey, or fiend (your choice, though typically related to your alignment)) in nature, and understands all languages you speak (if it has high enough intelligence, 5 or more, it can also speak in them). If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to half of your wisdom modifier every long rest (rounding down). The Summon is under your control directly, no action required, and you cannot summon again until all your summons die or you dismiss them, no action required. You can communicate telepathically with your summon up to a range of 20 feet times by your wisdom modifier. You can see through your spider's eyes at will as well, retaining your darkvision or other effects on your sight, however can only do this once per turn in combat.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast the spell from one of the spiders the cleric has summoned. This consumes your spell slot, and does not allow you to cast more than one spell per turn, as normal. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier. You can use this feature a number of times every short rest equal to your Wisdom Modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls. Spider Summons may do an additional d8 of magical piercing damage when they hit an attack. This dice IS effected by critical hits.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them. You also gain 60 feet of darkvision. If you allready have darkvision, you instead gain 30 feet more.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls. The additional damage dice increases to a d10 of magical piercing damage.<br />
<br />
Your Spider Summons now gain hitpoints equal to 3 times your wisdom modifier, instead of just your wisdom modifier, on top of their normal health.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 12 + your wisdom modifier + their dexterity modifier, and their maximum hitpoints increases to equal yours, unless their's was higher. Champions are immune to charm and fear effects, and you may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 13 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by a further 30 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance; as does the "poisoned" condition. They have resistance to physical damage from non magical sources.<br />
<br />
Finally; You can overcast a spell by using your channel divinity. When you cast a spell, you can expend a use of your channel divinity to add additional effects to the spell; however this ability cannot be done for spells higher than 5th level, or spells cast at those levels.<br />
<br />
;Healing spells now heal for 5 hitpoints per spell level<br />
<br />
;Attack spells have a +1 to hit per spell level; and their damage and effects ignore resistances (but not immunises)<br />
<br />
;DC Spells have a +1 on their DC per spell level; and their damage and effects ignore resistances (but not immunities)<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1056663Spider Domain, Variant (5e Subclass)2018-06-21T12:28:20Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level, and may summon a number of spiders equal to 3 times your proficiency bonus at any time. You may choose one of the following to summon;<br />
Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms;<br />
as well as any spider creatures the DM may allow. These spiders are classed as a celestial, fey, or fiend (your choice, though typically related to your alignment)) in nature, and understands all languages you speak (if it has high enough intelligence, 5 or more, it can also speak in them). If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to half of your wisdom modifier every long rest (rounding down). The Summon is under your control directly, no action required, and you cannot summon again until all your summons die or you dismiss them, no action required. You can communicate telepathically with your summon up to a range of 20 feet times by your wisdom modifier. You can see through your spider's eyes at will as well, retaining your darkvision or other effects on your sight, however can only do this once per turn in combat.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast the spell from one of the spiders the cleric has summoned. This consumes your spell slot, and does not allow you to cast more than one spell per turn, as normal. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier. You can use this feature a number of times every short rest equal to your Wisdom Modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls. Spider Summons may do an additional d8 of magical piercing damage when they hit an attack. This dice IS effected by critical hits.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them. You also gain 60 feet of darkvision. If you allready have darkvision, you instead gain 30 feet more.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls. The additional damage dice increases to a d10 of magical piercing damage.<br />
<br />
Your Spider Summons now gain hitpoints equal to 3 times your wisdom modifier, instead of just your wisdom modifier, on top of their normal health.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 12 + your wisdom modifier + their dexterity modifier, and their maximum hitpoints increases to equal yours, unless their's was higher. Champions are immune to charm and fear effects, and you may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 13 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by a further 30 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance; as does the "poisoned" condition. They have resistance to physical damage from non magical sources.<br />
<br />
Finally; You can overcast a spell by using your channel divinity. When you cast a spell, you can expend a use of your channel divinity to add additional effects to the spell; however this ability cannot be done for spells higher than 5th level, or spells cast at those levels.<br />
<br />
;Healing spells now heal for 5 hitpoints per spell level<br />
<br />
;Attack spells have a +1 to hit per spell level; and their damage and effects ignore resistances (but not immunises)<br />
<br />
;DC Spells have a +1 on their DC per spell level; and their damage and effects ignore resistances (but not immunities)<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1056662Spider Domain, Variant (5e Subclass)2018-06-21T12:26:53Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level, and may summon a number of spiders equal to 3 times your proficiency bonus at any time. You may choose one of the following to summon;<br />
Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms;<br />
as well as any spider creatures the DM may allow. These spiders are classed as a celestial, fey, or fiend (your choice, though typically related to your alignment)) in nature, and understands all languages you speak (if it has high enough intelligence, 5 or more, it can also speak in them). If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to half of your wisdom modifier every long rest (rounding down). The Summon is under your control directly, no action required, and you cannot summon again until all your summons die or you dismiss them, no action required. You can communicate telepathically with your summon up to a range of 20 feet times by your wisdom modifier. You can see through your spider's eyes at will as well, retaining your darkvision or other effects on your sight, however can only do this once per turn in combat.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast the spell from one of the spiders the cleric has summoned. This consumes your spell slot, and does not allow you to cast more than one spell per turn, as normal. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier. You can use this feature a number of times every short rest equal to your Wisdom Modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls. Spider Summons may do an additional d8 of magical piercing damage when they hit an attack. This dice IS effected by critical hits.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them. You also gain 60 feet of darkvision. If you allready have darkvision, you instead gain 30 feet more.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls. The additional damage dice increases to a d10 of magical piercing damage.<br />
<br />
Your Spider Summons now gain hitpoints equal to 3 times your wisdom modifier, instead of just your wisdom modifier, on top of their normal health.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 12 + your wisdom modifier + their dexterity modifier, and their maximum hitpoints increases to equal yours, unless their's was higher. Champions are immune to charm and fear effects, and you may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 13 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by a further 30 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage from non magical sources<br />
<br />
Finally; You can overcast a spell by using your channel divinity. When you cast a spell, you can expend a use of your channel divinity to add additional effects to the spell; however this ability cannot be done for spells higher than 5th level, or spells cast at those levels.<br />
<br />
;Healing spells now heal for 5 hitpoints per spell level<br />
<br />
;Attack spells have a +1 to hit per spell level; and their damage and effects ignore resistances (but not immunises)<br />
<br />
;DC Spells have a +1 on their DC per spell level; and their damage and effects ignore resistances (but not immunities)<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1046050Spider Domain, Variant (5e Subclass)2018-05-22T18:03:47Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level; for level 1 and 2 you can only summon up to 1/2 CR, however after 3rd level you may round up. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms; as well as any spider creatures the DM may allow. These spiders are classed as a celestial, fey, or fiend (your choice) in nature, and understands all languages you speak (if it has high enough intelligence, it can also speak in them). If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to your wisdom modifier every long rest. The Summon is under your control directly, no action required, and you cannot summon again until all your summons die or you dismiss them, no action required. You can communicate telepathically with your summon up to a range of 30 feet times by your wisdom modifier. You can see through your spider's eyes at will as well, retaining your darkvision or other effects on your sight, however can only do this once per turn in combat.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast the spell from one of the spiders the cleric has summoned. This consumes your spell slot, and does not allow you to cast more than one spell per turn, as normal. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls. Spider Summons may do an additional d8 of magical piercing damage when they hit an attack. This dice IS effected by critical hits.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them. You also gain 60 feet of darkvision. If you allready have darkvision, you instead gain 30 feet more.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls. The additional damage dice increases to a d10 of magical piercing damage.<br />
<br />
Your Spider Summons now gain hitpoints equal to 3 times your wisdom modifier, instead of just your wisdom modifier, on top of their normal health.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 12 + your wisdom modifier + their dexterity modifier, and their maximum hitpoints increases to equal yours, unless their's was higher. Champions are immune to charm and fear effects, and you may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 10 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +4 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +4 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1046048Spider Domain, Variant (5e Subclass)2018-05-22T18:02:40Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level; for level 1 and 2 you can only summon up to 1/2 CR, however after 3rd level you may round up. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms; as well as any spider creatures the DM may allow. These spiders are classed as a celestial, fey, or fiend (your choice) in nature, and understands all languages you speak (if it has high enough intelligence, it can also speak in them). If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to your wisdom modifier every long rest. The Summon is under your control directly, no action required, and you cannot summon again until all your summons die or you dismiss them, no action required. You can communicate telepathically with your summon up to a range of 30 feet times by your wisdom modifier. You can see through your spider's eyes at will as well, retaining your darkvision or other effects on your sight, however can only do this once per turn in combat.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast it the spell from one of the spiders the cleric has summoned. This consumes your spell slot, and does not allow you to cast more than one spell per turn, as normal. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls. Spider Summons may do an additional d8 of magical piercing damage when they hit an attack. This dice IS effected by critical hits.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them. You also gain 60 feet of darkvision. If you allready have darkvision, you instead gain 30 feet more.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls. The additional damage dice increases to a d10 of magical piercing damage.<br />
<br />
Your Spider Summons now gain hitpoints equal to 3 times your wisdom modifier, instead of just your wisdom modifier, on top of their normal health.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 12 + your wisdom modifier + their dexterity modifier, and their maximum hitpoints increases to equal yours, unless their's was higher. Champions are immune to charm and fear effects, and you may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 10 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +4 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +4 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1046047Spider Domain, Variant (5e Subclass)2018-05-22T18:00:21Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level; for level 1 and 2 you can only summon up to 1/2 CR, however after 3rd level you may round up. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms; as well as any spider creatures the DM may allow. These spiders are classed as a celestial, fey, or fiend (your choice) in nature, and understands all languages you speak (if it has high enough intelligence, it can also speak in them). If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to your wisdom modifier every long rest. The Summon is under your control directly, no action required, and you cannot summon again until all your summons die or you dismiss them, no action required. You can communicate telepathically with your summon up to a range of 30 feet times by your wisdom modifier. You can see through your spider's eyes at will as well, retaining your darkvision or other effects on your sight, however can only do this once per turn in combat.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast it the spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting the spell; meaning if your familiar is hidden, it circumvents spells such as counter-spell, or abilities which require line of sight to the caster. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls. Spider Summons may do an additional d8 of magical piercing damage when they hit an attack. This dice IS effected by critical hits.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them. You also gain 60 feet of darkvision. If you allready have darkvision, you instead gain 30 feet more.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls. The additional damage dice increases to a d10 of magical piercing damage.<br />
<br />
Your Spider Summons now gain hitpoints equal to 3 times your wisdom modifier, instead of just your wisdom modifier, on top of their normal health.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 12 + your wisdom modifier + their dexterity modifier, and their maximum hitpoints increases to equal yours, unless their's was higher. Champions are immune to charm and fear effects, and you may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 10 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +4 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +4 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1046045Spider Domain, Variant (5e Subclass)2018-05-22T17:58:53Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level, rounded up. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms; as well as any spider creatures the DM may allow. These spiders are classed as a celestial, fey, or fiend (your choice) in nature, and understands all languages you speak (if it has high enough intelligence, it can also speak in them). If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to your wisdom modifier every long rest. The Summon is under your control directly, no action required, and you cannot summon again until all your summons die or you dismiss them, no action required. You can communicate telepathically with your summon up to a range of 30 feet times by your wisdom modifier. You can see through your spider's eyes at will as well, retaining your darkvision or other effects on your sight, however can only do this once per turn in combat.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast it the spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting the spell; meaning if your familiar is hidden, it circumvents spells such as counter-spell, or abilities which require line of sight to the caster. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls. Spider Summons may do an additional d8 of magical piercing damage when they hit an attack. This dice IS effected by critical hits.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them. You also gain 60 feet of darkvision. If you allready have darkvision, you instead gain 30 feet more.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls. The additional damage dice increases to a d10 of magical piercing damage.<br />
<br />
Your Spider Summons now gain hitpoints equal to 3 times your wisdom modifier, instead of just your wisdom modifier, on top of their normal health.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 12 + your wisdom modifier + their dexterity modifier, and their maximum hitpoints increases to equal yours, unless their's was higher. Champions are immune to charm and fear effects, and you may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 10 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +4 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +4 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1046043Spider Domain, Variant (5e Subclass)2018-05-22T17:54:02Z<p>TEG: /* Spider Domain Spells */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms; as well as any spider creatures the DM may allow. These spiders are classed as a celestial, fey, or fiend (your choice) in nature, and understands all languages you speak (if it has high enough intelligence, it can also speak in them). If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to your wisdom modifier every long rest. The Summon is under your control directly, no action required, and you cannot summon again until all your summons die or you dismiss them, no action required. You can communicate telepathically with your summon up to a range of 30 feet times by your wisdom modifier. You can see through your spider's eyes at will as well, retaining your darkvision or other effects on your sight, however can only do this once per turn in combat.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast it the spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting the spell; meaning if your familiar is hidden, it circumvents spells such as counter-spell, or abilities which require line of sight to the caster. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls. Spider Summons may do an additional d8 of magical piercing damage when they hit an attack. This dice IS effected by critical hits.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them. You also gain 60 feet of darkvision. If you allready have darkvision, you instead gain 30 feet more.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls. The additional damage dice increases to a d10 of magical piercing damage.<br />
<br />
Your Spider Summons now gain hitpoints equal to 3 times your wisdom modifier, instead of just your wisdom modifier, on top of their normal health.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 12 + your wisdom modifier + their dexterity modifier, and their maximum hitpoints increases to equal yours, unless their's was higher. Champions are immune to charm and fear effects, and you may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 10 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +4 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +4 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1042923Spider Domain, Variant (5e Subclass)2018-05-14T17:03:37Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/2 your cleric level. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms; as well as any spider creatures the DM may allow. These spiders are classed as a celestial, fey, or fiend (your choice) in nature, and understands all languages you speak (if it has high enough intelligence, it can also speak in them). If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to your wisdom modifier every long rest. The Summon is under your control directly, no action required, and you cannot summon again until all your summons die or you dismiss them, no action required. You can communicate telepathically with your summon up to a range of 30 feet times by your wisdom modifier. You can see through your spider's eyes at will as well, retaining your darkvision or other effects on your sight, however can only do this once per turn in combat.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast it the spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting the spell; meaning if your familiar is hidden, it circumvents spells such as counter-spell, or abilities which require line of sight to the caster. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls. Spider Summons may do an additional d8 of magical piercing damage when they hit an attack. This dice IS effected by critical hits.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them. You also gain 60 feet of darkvision. If you allready have darkvision, you instead gain 30 feet more.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls. The additional damage dice increases to a d10 of magical piercing damage.<br />
<br />
Your Spider Summons now gain hitpoints equal to 3 times your wisdom modifier, instead of just your wisdom modifier, on top of their normal health.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 12 + your wisdom modifier + their dexterity modifier, and their maximum hitpoints increases to equal yours, unless their's was higher. Champions are immune to charm and fear effects, and you may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 10 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +4 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +4 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1042889Spider Domain, Variant (5e Subclass)2018-05-14T14:46:17Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/2 your cleric level. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms; as well as any spider creatures the DM may allow. These spiders are classed as a celestial, fey, or fiend (your choice) in nature, and understands all languages you speak (if it has high enough intelligence, it can also speak in them). If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to your wisdom modifier every long rest. The Summon is under your control directly, no action required, and you cannot summon again until all your summons die or you dismiss them, no action required. You can communicate telepathically with your summon up to a range of 30 feet times by your wisdom modifier.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast it the spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting the spell; meaning if your familiar is hidden, it circumvents spells such as counter-spell, or abilities which require line of sight to the caster. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls. Spider Summons may do an additional d8 of magical piercing damage when they hit an attack. This dice IS effected by critical hits.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them. You also gain 60 feet of darkvision. If you allready have darkvision, you instead gain 30 feet more.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls. The additional damage dice increases to a d10 of magical piercing damage.<br />
<br />
Your Spider Summons now gain hitpoints equal to 3 times your wisdom modifier, instead of just your wisdom modifier, on top of their normal health.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 12 + your wisdom modifier + their dexterity modifier, and their maximum hitpoints increases to equal yours, unless their's was higher. Champions are immune to charm and fear effects, and you may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 10 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +4 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +4 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1041036Spider Domain, Variant (5e Subclass)2018-05-10T16:16:25Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/2 your cleric level. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms; as well as any spider creatures the DM may allow. If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to your wisdom modifier every long rest. The Summon is under your control directly, no action required, and you cannot summon again until it dies or you dismiss it. You can communicate telepathically with your summon up to a range of 30 feet times by your proficiency modifier.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast it the spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting the spell; meaning if your familiar is hidden, it circumvents spells such as counter-spell, or abilities which require line of sight to the caster. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 12 + your wisdom modifier + their dexterity modifier, and their maximum hitpoints increases to equal yours, unless their's was higher. Champions are immune to charm and fear effects, and you may only have 1 champion active at any given time.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 10 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +4 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +4 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1041035Spider Domain, Variant (5e Subclass)2018-05-10T16:15:26Z<p>TEG: /* Spider Domain Spells */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/2 your cleric level. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms; as well as any spider creatures the DM may allow. If you summon a spider with a CR of 0; you treat it as a CR 1/8 creature. You may do this ability a number of times equal to your wisdom modifier every long rest. The Summon is under your control directly, no action required, and you cannot summon again until it dies or you dismiss it. You can communicate telepathically with your summon up to a range of 30 feet times by your proficiency modifier.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast it the spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting the spell; meaning if your familiar is hidden, it circumvents spells such as counter-spell, or abilities which require line of sight to the caster. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls.<br />
<br />
Finally, when a Spider of CR 1 or higher lands a critical hit, or kills an enemy of CR 1 or higher, you can use your reaction to immediately dictate that spider as a "champion". Champions have their ac increased to 12 + your wisdom modifier + their dexterity modifier, and their maximum hitpoints increases to equal yours, unless their's was higher.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 10 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +4 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +4 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1041033Spider Domain, Variant (5e Subclass)2018-05-10T16:10:40Z<p>TEG: /* Basis of The Class */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms; as well as any spider creatures the DM may allow. If you summon a spider with a CR of 0; you treat it as a CR 1/16 creature. You may do this ability a number of times equal to your wisdom modifier every long rest. The Summon is under your control directly, no action required, and you cannot summon again until it dies or you dismiss it. You can communicate telepathically with your summon up to a range of 30 feet times by your proficiency modifier.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. When the cleric casts a spell, The cleric can choose to cast it the spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting the spell; meaning if your familiar is hidden, it circumvents spells such as counter-spell, or abilities which require line of sight to the caster. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher, and health equal to their normal health + your wisdom modifier.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 5 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +5 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +5 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1040982Spider Domain, Variant (5e Subclass)2018-05-10T15:48:38Z<p>TEG: /* Spider Domain Spells */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms; as well as any spider creatures the DM may allow. If you summon a spider with a CR of 0; you treat it as a CR 1/16 creature. You may do this ability a number of times equal to your wisdom modifier every long rest. The Summon is under your control directly, no action required, and you cannot summon again until it dies or you dismiss it. You can communicate telepathically with your summon up to a range of 30 feet times by your proficiency modifier.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue; the effect lasts for the standard time but does not require any concentration. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. The cleric can use their bonus action to cast an action spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting a spell that turn. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 5 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +5 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +5 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1040957Spider Domain, Variant (5e Subclass)2018-05-10T15:39:42Z<p>TEG: /* Spider Domain Spells */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms; as well as any spider creatures the DM may allow. If you summon a spider with a CR of 0; you treat it as a CR 1/16 creature. You may do this ability a number of times equal to your wisdom modifier every long rest. The Summon is under your control directly, no action required, and you cannot summon again until it dies or you dismiss it. You can communicate telepathically with your summon up to a range of 30 feet times by your proficiency modifier.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. The cleric can use their bonus action to cast an action spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting a spell that turn. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 5 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +5 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +5 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1040945Spider Domain, Variant (5e Subclass)2018-05-10T15:36:29Z<p>TEG: /* Spider Domain */</p>
<hr />
<div><br />
===Domain of Arachnidia===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms. You may do this ability a number of times equal to your proficiency bonus every long rest. The Summon is under your control directly, no action required, and you cannot summon again until it dies or you dismiss it. You can communicate telepathically with your summon up to a range of 60 feet.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. The cleric can use their bonus action to cast an action spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting a spell that turn. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 5 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +5 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +5 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1032268Spider Domain, Variant (5e Subclass)2018-04-17T19:45:06Z<p>TEG: /* Spider Domain */</p>
<hr />
<div><br />
===Spider Domain===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
==Basis of The Class==<br />
This is a summoning based Subclass; and many of it's abilities focus on it. You yourself will not receive many benefits, so operating from the back line is preferable. However, you can be melee based, as many benefits of this class do benefit you. Mastering your wisdom is best, and this subclass benefits from the increase more than most.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms. You may do this ability a number of times equal to your proficiency bonus every long rest. The Summon is under your control directly, no action required, and you cannot summon again until it dies or you dismiss it. You can communicate telepathically with your summon up to a range of 60 feet.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. The cleric can use their bonus action to cast an action spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting a spell that turn. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 5 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +5 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +5 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1032260Spider Domain, Variant (5e Subclass)2018-04-17T19:36:20Z<p>TEG: /* Spider Domain */</p>
<hr />
<div><br />
===Spider Domain===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms. You may do this ability a number of times equal to your proficiency bonus every long rest. The Summon is under your control directly, no action required, and you cannot summon again until it dies or you dismiss it. You can communicate telepathically with your summon up to a range of 60 feet.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. The cleric can use their bonus action to cast an action spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting a spell that turn. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 5 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +5 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +5 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1032258Spider Domain, Variant (5e Subclass)2018-04-17T19:36:04Z<p>TEG: /* Spider Domain */</p>
<hr />
<div><br />
===Spider Domain===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms. You may do this ability a number of times equal to your proficiency bonus every long rest. The Summon is under your control directly, no action required, and you cannot summon again until it dies or you dismiss it. You can communicate telepathically with your summon up to a range of 60 feet.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. The cleric can use their bonus action to cast an action spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting a spell that turn. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now heal for 10 extra HP; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +5 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +5 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1032253Spider Domain, Variant (5e Subclass)2018-04-17T19:20:29Z<p>TEG: /* Spider Domain */</p>
<hr />
<div><br />
===Spider Domain===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider, or Spider Swarms. You may do this ability a number of times equal to your proficiency bonus every long rest. The Summon is under your control directly, no action required, and you cannot summon again until it dies or you dismiss it. You can communicate telepathically with your summon up to a range of 60 feet.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. The cleric can use their bonus action to cast an action spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting a spell that turn. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now do full healing; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +5 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +5 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Spider_Domain,_Variant_(5e_Subclass)&diff=1032252Spider Domain, Variant (5e Subclass)2018-04-17T19:19:27Z<p>TEG: /* Spider Domain */</p>
<hr />
<div><br />
===Spider Domain===<br />
There are those who look to spiders and their intricate webs for guidance, often praying to a Spider God, such as Lolth. They seek to bring pain to those around them that do not conform, and are often evil or chaotic in nature. Some use this power to aid, punishing those that have done wrong. The choice is yours.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Spider Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Puppet, Dissonant Whispers ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spider Climb, Web ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell, Vampiric Touch''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Greater Invisibility, Black Tentacles''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Dominate Person, Enervation''<br />
|}<br />
<br />
;Bonus Proficiency<br />
When a cleric chooses this domain at 1st level, they gain proficiency with martial weapons and animal handling, if they do not already have it.<br />
<br />
;Spider Disciple<br />
Starting at First Level, you may take 1 hour to summon a Spider, or a number of of Spiders, with a total CR equal to 1/4 your cleric level. You may choose one of the following to summon; Spider, Wolf Spider, Giant Spider, Phase Spider. You may do this ability a number of times equal to your proficiency bonus every long rest. The Summon is under your control directly, no action required, and you cannot summon again until it dies or you dismiss it. You can communicate telepathically with your summon up to a range of 60 feet.<br />
<br />
In addition you gain the poison spray cantrip, which classifies as a Cleric Cantrip for you, not counting towards your total known cantrips.<br />
<br />
;Channel Divinity: Webber Innate<br />
Starting at 2nd level, the cleric can use Channel Divinity to ensnare enemies around you.<br />
When the cleric is hit by an attack, the cleric can use their reaction to create a web explosion, centred on you. Hostile creatures have to make a strength or dexterity save or become restrained, and the area covered is under the effects of the "web" spell. The web seems to pass through allied creatures without issue. This has a radius of 20 feet, increasing to 30 feet at 6th level, 45 feet at 14th level, and 60 feet at 17th level. The DC for this is equal to 8 + Your Proficiency bonus + Wisdom Modifier. The DC increases to 9+bonuses at 6th level, 10+bonuses at 14th level, and 11+bonuses at 17th level.<br />
<br />
;Spider Allegiance<br />
Starting at 6th level, the cleric can empower their spiders with magical energy. The cleric can use their bonus action to cast an action spell from one of the spiders the cleric has summoned. This consumes your spell slot, but doesn't classify as you casting a spell that turn. Your spider summons also now become much stronger, having an ac equal to 8 + proficiency bonus + half your cleric level, or their natural ac, whichever is higher.<br />
<br />
All Spider Summons now have resistance to poison damage and have a +2 to all their attack and damage rolls.<br />
<br />
;Unbroken Bonds<br />
Starting at 8th level, all spiders now see you as family, and have the highest regard for you. They will always become allied to you and your allies, unless you attack them.<br />
<br />
In addition, your spider summons now have advantage on attacks whilst you are within 5 feet of their target; and you also gain advantage when 1 or more spider summons are within 5 feet of a target your attacking; and all attacks by your summons count as magical for the purpose of overcoming resistance to non-magical weapon damage.<br />
<br />
Your spider summons now have immunity to poison damage and have a +3 to attack and damage rolls.<br />
<br />
;Arachnid Perfection<br />
Starting at 17th level, you become one with the apex predator. You can now cast "web" at will. You are constantly under the effects of Spider Climb. You have an AC equal to 15 + Wisdom Modifier + Dexterity Modifier. Your movement speed is no longer restricted by rough terrain or webbing. Your dark vision distance is increased by 60 feet.<br />
<br />
Your Spiders Now have a +4 on attacks and damage; and all their damage ignores all forms of damage resistance and immunises; as does the "poisoned" condition. They have resistance to physical damage.<br />
<br />
Finally; You can now cast use your channel divinity over the span of 10 minutes; and the spells you cast through them have special effects depending on the spell type.<br />
<br />
;Healing spells now do full healing; as long as they are cast at 3rd level or lower.<br />
<br />
;Attack spells have a +5 to hit; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
;DC Spells have a +5 on their DC; and their damage and effects ignore resistances (but not immunises; which now count as resistances), as long as they're cast at 3rd level or lower.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Emissary_of_the_Underdark_(5e_Feat)&diff=1028327Emissary of the Underdark (5e Feat)2018-04-05T14:28:17Z<p>TEG: </p>
<hr />
<div>{{5e Feat<br />
|name= Emissary of the Underdark<br />
|prereqs= A race that originates from the Underdark. Charisma of 13 or higher.<br />
<br />
For example, ''Drow, or Spiderfolk'', so homebrew races are allowed<br />
<br />
;Benefits<br />
|benefit= You come bearing knowledge of your people, and seek only to better, or make worse, people's lives with knowledge of your race and their actions.<br />
<br />
You gain +1 in charisma, to a maximum of 20.<br />
<br />
You learn 1 language of your choice, and gain proficiency in 1 tool or 1 skill of your choice<br />
<br />
You seem naturally appealing to those with more power, and many are interested in your people and their ways. You can use this curiosity to gain access to areas you might not have had access to before, if you pass on any relevant checks (unlike background features, this is not an instant "get into there free" card, and the DM may ask you to roll persuasion once or twice).<br />
}}<br />
<br />
<br />
----<br />
{{5e Feats Breadcrumb}}<br />
<br />
[[Category:Interaction Feat]] <!--Feats that deal with objects or creatures--><br />
[[Category:Racial Feat]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Emissary_of_the_Underdark_(5e_Feat)&diff=1028326Emissary of the Underdark (5e Feat)2018-04-05T14:25:14Z<p>TEG: Created page with "{{5e Feat |name= Emissary of the Underdark ---- ====Prequesites==== |prereqs= A race that originates from the Underdark. Charisma of 13 or higher. ; For example, ''Drow, or..."</p>
<hr />
<div>{{5e Feat<br />
|name= Emissary of the Underdark<br />
<br />
----<br />
<br />
====Prequesites====<br />
|prereqs= A race that originates from the Underdark. Charisma of 13 or higher.<br />
; For example, ''Drow, or Spiderfolk'', so homebrew races are allowed<br />
<br />
====Benefits====<br />
|benefit= You come bearing knowledge of your people, and seek only to better, or make worse, people's lives with knowledge of your race and their actions.<br />
<br />
You gain +1 in charisma, to a maximum of 20.<br />
<br />
You learn 1 language of your choice, and gain proficiency in 1 tool or 1 skill of your choice<br />
<br />
You seem naturally appealing to those with more power, and many are interested in your people and their ways. You can use this curiosity to gain access to areas you might not have had access to before, if you pass on any relevant checks (unlike background features, this is not an instant "get into there free" card, and the DM may ask you to roll persuasion once or twice).<br />
}}<br />
<br />
<br />
----<br />
{{5e Feats Breadcrumb}}<br />
<br />
[[Category:Interaction Feat]] <!--Feats that deal with objects or creatures--><br />
[[Category:Racial Feat]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Internal_Inferno_(5e_Feat)&diff=1028323Internal Inferno (5e Feat)2018-04-05T14:15:44Z<p>TEG: </p>
<hr />
<div>{{5e Feat<br />
|name= Internal Inferno<br />
|prereqs= Constitution of 10 or higher<br />
|benefit=A fire burns within your soul, brighter than the sun itself. You gain the following Benefits as a result<br />
<br />
;You learn the ''Produce Flame'' Cantrip. Constitution is your spell casting modifier for this spell; and you can cast this spell during a rage.<br />
<br />
;You gain resistance to Fire Damage. If you already have resistance to fire damage, you instead benefit from advantage on saving throws against spells and effects that inflict fire damage.<br />
<br />
;You can cast "burning hands" once per long rest. Your spell casting ability is constitution.<br />
<br />
;You no longer suffer from exhaustion levels when in severe heat.<br />
}}<br />
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[[Category:Combat Feat]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Internal_Inferno_(5e_Feat)&diff=1028321Internal Inferno (5e Feat)2018-04-05T14:15:00Z<p>TEG: Created page with "<nowiki><onlyinclude> {{5e Feat |name= Internal Inferno |prereqs= Constitution of 10 or higher |benefit=A fire burns within your soul, brighter than the sun itself. You gain t..."</p>
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{{5e Feat<br />
|name= Internal Inferno<br />
|prereqs= Constitution of 10 or higher<br />
|benefit=A fire burns within your soul, brighter than the sun itself. You gain the following Benefits as a result<br />
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You learn the ''Produce Flame'' Cantrip. Constitution is your spell casting modifier for this spell; and you can cast this spell during a rage.<br />
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You gain resistance to Fire Damage. If you already have resistance to fire damage, you instead benefit from advantage on saving throws against spells and effects that inflict fire damage.<br />
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You can cast "burning hands" once per long rest. Your spell casting ability is constitution.<br />
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You no longer suffer from exhaustion levels when in severe heat.<br />
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[[Category:Combat Feat]]<br />
[[Category:Discovery Feat]] <!--Feats that deal with investigating, locations or travel--><br />
[[Category:Interaction Feat]] <!--Feats that deal with objects or creatures--><br />
[[Category:Racial Feat]]</div>TEGhttps://www.dandwiki.com/w/index.php?title=Domain_of_Heracy_(5e_Subclass)&diff=1028130Domain of Heracy (5e Subclass)2018-04-05T01:59:30Z<p>TEG: /* Domain of Herecy Spells */</p>
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<div>===Domain of Herecy===<br />
<!--Cleric Divine Domain--><br />
For whatever reason, You went against your god, and their beliefs. They disowned you, but your faith in your ideals powers you beyond any other, surpassing what was expected of any mortal man or woman<br />
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=====<span style="font-size:125%">Domain of Herecy Spells</span>=====<br />
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Level Attained :: Spell Name<br />
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1st:: ''Protection from Evil and Good, Inflict Wounds ''<br />
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3rd:: ''Zone of Truth, Darkness''<br />
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5th:: ''Dispel Magic, Enemies Abound''<br />
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7th:: ''Banishment, Death Ward''<br />
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9th:: ''Dispel Evil and Good, Wall of Light''<br />
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;Bonus Cantrip<br />
When you choose this Domain, or transfer to it, you learn the "Message" Cantrip. This cantrip does not count towards your maximum cantrips known. Additionally, you may choose one skill in the cleric skill list to become proficient in.<br />
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;Unholy Tennant<br />
Starting at First level, You find yourself capable of casting spells based off of faith and faith alone. You can choose to make any attack (spell or weapon) empowered with your faith, allowing you to add your proficiency bonus (on top of the normal attack and damage rolls) to both attack and damage rolls. This can be done before or after you make the roll, but before you know the effects and weather it hits or not. This feature can be used a number of times equal to your Wisdom modifier, and replenishes long rest.<br />
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;Channel Divinity<br />
Starting at Second Level, you gain the following channel divinity option<br />
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====Clarity of Vision====<br />
As an action, you can present your holy symbol and evoke the powers within you that saw through the vale that previously shrouded your vision. You and all allied creatures within a 30 foot radius sphere, originating on you and moving with you, gain 30 feet of [http://www.dandwiki.com/wiki/5e_SRD:Truesight Truesight]. This increases to 60 feet at 8th level, with a radius of 40 feet, and increases to 120 feet at 14th level, with a radius of 50 feet. At 20th level, you cannot roll below a 13 on your normal roll to detect someone within the truesight range, and the sphere increases to it's maximum of a 60 foot radius.<br />
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;The Devils Within<br />
Starting at 6th level, you may choose one of the warlock's eldritch invocations to learn. This does not count towards the maximum number of eldritch invocations you may know, if you have access to eldritch invocations. Adiitionally, you learn the "Eldtirch Blast" Cantrip.<br />
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;Unfaltering Rituals<br />
Starting at 8th level, you can push your faith to the extremes. Once per long rest during a short rest, you may any spell you have prepared as a cleric spell as a ritual even if it does not have the "ritual" tag. Additionally, rather than 10 times the length, '''ALL''' ritual casting takes half the time, at 5 times the normal casting time (unless benefiting from another ritual cast reduction ability, in which the stronger of the two features is used, rather than a multiplication or addition of the two features).<br />
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;Reject the Gods<br />
Starting at 17th level, you now have become wise to all forms of faith, and although many are foolish, you have learned to counter them, and fight them with great success. You gain expertise in insight and religion, even if you don't already have proficiency in either of them. Additionally, you can imbue your allies with amazing fortitude in the face of evil. All Allied creatures within 60 feet of you are under the effects of the ''protection from evil and good'' spell as long as you remain conscious, and have resistance to all forms of damage from any creature specified in the ''protection from evil and good'' spell.<br />
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[[Category:Cleric]]<br />
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