Spider Rider (5e Class)

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Spider Rider[edit]

A warrior perches on his large spider comrade and the two charge as one. Empowered by the Oracle, they slice through waves and waves of insectoid invaders.

Arachnid Power![edit]

The Spider Riders are warriors given power by the Oracle to communicate and make comrades of large battle spiders. They protect the world from invaders looking to make the Oracle's power their own. The Oracle is their goddess and source of morale and strength.

Creating a Spider Rider[edit]

16051SpiderRiders-lg.jpg
From the Spider Rider animation series by Bee Train studios

When creating a Spider Rider, keep in mind to have a good story made about the relationship between your rider and their battle spider. How did they meet and become bonded? How did you receive the Oracle's Blessing? While a rider's alignment is canonly good, a neutral or evil rider is possible, given a good backstory in place.

Quick Build

You can make a Spider Rider quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background.

Class Features

As a Spider Rider you gain the following class features.

Hit Points

Hit Dice: 1d10 per Spider Rider level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Spider Rider level after 1st

Proficiencies

Armor: heavy, light and scale armor
Weapons: martial weapons
Tools: none
Saving Throws: Strength, Dexterity
Skills: Choose three from animal handling, nature, investigation, athletics, acrobatics, survival, religion, stealth, and persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • one martial weapon of your choice
  • specially crafted shield with an insignia of your design
  • one set of traveler's clothes
  • (a) explorer's pack or (b) dungeoneer's pack
  • If you are using starting wealth, you have 5d8 in funds.

Table: The Spider Rider

Level Proficiency
Bonus
Oracle Transform Features
1st +2 0 Arachnid Bond, Adept Shield
2nd +2 0 Durable
3rd +2 1 Oracle Transform
4th +2 1 Ability Score Improvement
5th +3 1 Synergy
6th +3 2
7th +3 2 Oracle Coat
8th +3 2 Ability Score Improvement
9th +4 2 Rally
10th +4 3
11th +4 3 Rider Art
12th +4 3 Ability Score Improvement
13th +5 3 Electrotwist
14th +5 4
15th +5 4 Valiance
16th +5 4 Ability Score Improvement
17th +6 4 True Rider
18th +6 5
19th +6 5 Ability Score Improvement
20th +6 6 Oracle's Savior

Arachnid Bond[edit]

Starting 1st level you are bonded with your battle spider partner. This spider is your companion. Choose either a Strider Spider or Tank Spider as your starting companion. Their stat blocks are displayed towards the bottom of the page. It will fight for you with all of its might. If your partner is ever slain, you can use the bond to restore it to life. With a 8 hour ritual and an offering of 100gp to renew your bond, you call forth your companion's spirit and bring it back to life in its original form, even if you don't have a single part of its original body. Should your spider ever die, the strain on your bond hinders your body and focus, you have a -2 penalty on attack rolls, skill checks and saving throws until you return it to life.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your spider has abilities and game statistics determined in part by your level. Your spider uses your proficiency modifier. Your companion gains hit points and hit dice together with your character level. Whenever you gain the Ability Score Improvement class feature, your partner’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Adept Shield[edit]

The Rider's shield is specially designed so they may wield it with ease and leave their hand empty, as it is only attached at the wrist. Starting 1st level, when equipped with the special shield in one hand, that hand is still be considered empty so you may continue to wield other items with it.

Durable[edit]

Thanks to the Oracle's blessing, you gain more endurance to aid your battles. Starting 2nd level, your hit point maximum increases by 1, and it increases by 1 every time you gain a Spider Rider level above second.

Oracle Transform[edit]

Channeling the power of the Oracle, you and your spider both gain incredible powers through your synchronized efforts. Starting level 3, you gain one Oracle Transform. By expending a bonus action, you may use one Oracle Transform to armor and boost yourself and your battle spider temporarily. Oracle Transform lasts up to 10 minutes. You may revert to your normal form with a bonus action. You gain more transforms in later levels as shown in the rider table. You regain all your transforms upon finishing a long rest.

While you are transformed, your spiders and your base AC becomes 14, armored by the will of the Oracle. If you are wearing armor that grants you higher AC, you are not affected. You also can telepathically communicate with your spider so long as you are transformed. You gain advantage in all attack rolls and your spider gains an additional 20 feet of movement. You gain further effects to your transformations in addition to the ones from prior levels. These effects last for the entire duration of your transformation:

  • Starting 6th level, you gain Xd4 temporary hit points when you transform, X being your spider rider level.
  • Starting 10th level, your weapon attacks gain one extra damage die.
  • Starting 14th level, your spiders attacks gain advantage.
  • Starting 18th level, you gain twice the uses of Electrotwist before needing to complete a long rest and the feature rolls with advantage when used.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Synergy[edit]

Starting 5th level, you and your spider are linked in such a way by the oracle so you may protect each other if needed. When you are targeted by a mundane attack, you may expend your reaction to draw up to Xd4 hit points (X being your proficiency bonus) from your spider and add them onto yourself as temporary hit points until your second turn after, after which the remainder is returned to your spiders hit points. Your spider can conversely use this feature when it is targeted. This feature cannot be used if the amount drawn would reduce either of you or your spiders hit points to 0. You may use this feature equal your Strength modifier, regaining use upon finishing a long rest.

Oracle Coat[edit]

Starting 7th level, you and your battle spider's attacks deal more damage due to the will of the oracle coating you. When you or your battle spider successfully make a melee attack, you may respectively add X to your damage die totals, X being your respective, separate ACs - 10.

Rally[edit]

As a figure who inspires myth and bravery, your presence and encouragement temporarily revitalize your cause. Starting 9th level, you may expend an action to give a rallying cry or gesture. You may select up to three creatures within 100 feet of you, including yourself, to gain one of the following effects:

  • The selected creatures gain Xd6 temporary hit points, X being your Charisma modifier. These temporary hit points last until the end of the creatures' next turn.
  • The selected creatures may make an extra attack when they take the attack action on their next turn. This effect lasts until the end of their next turn.
  • The selected creatures gain advantage on their attack rolls until the end of their next turn.

You may only select one effect at a time when you use this feature. You may use this feature three times, regaining use after completing a long rest.

Rider Art[edit]

Starting 11th level, when you are riding your spider, the two of you are indomitable. Your spider gains an extra 10 feet of land movement when ridden, 20 feet if Oracle Transform is active. It also can go through difficult terrain with no penalty and gains advantage in saving throws against being restrained or grappled.

Electrotwist[edit]

Starting 13th level, you call upon the strength of you and your spider to concentrate a powerful strike on an enemy. When you successfully hit a creature with a weapon attack within range, you may add X to the damage die, X being the total of your hit points, temporary hit points and your spiders hit points and temporary hit points. You may use this feature three times, regaining use upon finishing a long rest.

Valiance[edit]

Starting 15th level, your heart and soul pour out from your attacks, dealing extra damage when your spirits are high. When you successfully perform a weapon attack on a creature, you may add X to the damage die total, X being your temporary hitpoint total.

True Rider[edit]

Starting 17th level, you are the true epitome of what a rider aspires to be. When riding your spider, both your base ACs become 14. If transformed, the base is 18. If you are wearing armor that grants you higher AC, you are not affected. Creatures cannot benefit from cover from your attacks while you are riding your spider.

Oracle's Savior[edit]

Even in the darkest of times, the spider rider is a guiding beacon. With the light of the Oracle, they shall not fall easily. Starting 20th level, you may expend a bonus action to use one of the following effects:

You may only use one of the above effects when you use this feature. You must finish a long rest before you can use this feature again.

Strider Spider[edit]

large beast, same as the rider (or really close, must have at least one in common)


Armor Class 12 (natural armor)
Hit Points 11 (2d10)
Speed 40 ft, climb 35 ft


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 6 (-2) 10 (+0)

Skills Stealth + 2
Senses darkvision 60 ft.
Languages common


Calcified Limberness. When the strider spider has advantage in attack rolls, it deals double the damage die with its Ram action.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

ACTIONS

Web Shot. The spider shoots a stream of ensnaring webbing on a creature it can see with at least an inch of clear space between them up to 60 feet away. The creature must succeed a Dexterity saving throw or be grappled. The spider can engage in a contest of Strength with the creature when using its bonus action to reel the grappled creature towards it, moving it 5 feet. The grappled creature can make a Strength saving throw (DC10) during each of its turns, ending the condition on success.

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Increases by 1d6 every two spider rider levels.


Shadow_.jpg

Strider spiders are meant to be fast, hard strikers. Riders select them commonly because they are much more agile than their tank counterparts. They often also have a cooler, more streamlined looking carapace design.


Tank Spider[edit]

large beast, same as the rider (or really close, must have at least one in common)


Armor Class 14 (natural armor)
Hit Points 14 (4d6)
Speed 25 ft, climb 20 ft


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 2 (-4) 13 (+1) 2 (-4)

Skills Perception + 2
Senses darkvision 60 ft.
Languages common


Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

ACTIONS

Flaming Web Shot. Ranged Weapon Attack: +3 to hit, reach 60 ft., one creature. Hit: 4 (1d6 + 1) fire damage and the creature must succeed a Dexterity save or be grappled. The spider can engage in a contest of Strength with the creature when using its bonus action to reel the grappled creature towards it, moving it 5 feet. The grappled creature can make a Strength saving throw (DC10) during each of its turns, ending the condition on success.

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage. Increases by 1d6 every two spider rider levels.


Flame2lm.png

These are slow, highly defensive creatures with a cool flare to their webbing. They have thicker legs and hardier bodies which can slow them down.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the spider rider class, you must meet these prerequisites: Strength 14, Dexterity 16

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: animal handling, lance, spear



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