Spider Queen Patron

Your patron is the Spider Queen - a being that was banished from the material plane when her plot to expand the Shadow Weave failed. Now your queen desires nothing greater than pure revenge on those who wronged it. As a new herald of the Spider Queen, perhaps you were recruited by one of her Drow envoys for a mission full of subterfuge and intrigue, or maybe the Queen herself came to you in a dream where she promised untold power for your mortal soul. Regardless of how you entered the pact, you work to spread the queen’s web of influence across the material plane - both literally and figuratively - far and wide. You patron has a plan that involves spreading the shadow weave’s web across the world and you’re just a spiderling clinging along for the ride. Your patron has granted you gifts that have no cost now, but at some point must be repaid. When that time is, you do not know. Until then, the Spider Queen lies in wait for her prey.

Spider Queen Features

Warlock Level Feature 1st Expanded Spell List, Spider’s Grasp 6th Shadowy Tethers 10th Tangled Webs 14th Spider Queen’s Brood

Expanded Spell List

The Spider Queen 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.

Spider Queen Expanded Spells

Spell Level Spells 1st snare, ray of sickness 2nd web, pass without trace 3rd feign death, nondetection 4th giant insect, divination 5th hallow, insect plague

Spider’s Grasp

Starting at 1st level, your patron bestows upon you the ability to entrap your foes using ethereal webs of shadow magic. As an action, you may choose a large or smaller creature within 60 feet of you to make a Wisdom saving throw against your warlock spell save DC. If the creature fails their saving throw, they are Restrained. Regardless of the saving throw outcome, they become instantly surrounded by shadowy strands of web 10 feet in all directions. The space within the web is considered lightly obscured and difficult terrain for everyone but you, and lasts 1 minute or until you dismiss it. Each hostile creature that starts its turn in the web or that enters the webs space during its turn must make a Wisdom saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.





















































Once you use this feature, you can’t use it again until you finish a short or long rest.

Shadowy Tethers

Starting at 6th level, you leave an undetectable web of shadowy magic wherever you go. You can use your action to follow your web trail instantly connecting you to any location familiar to you (a place you have visited or seen before) or any object you’ve touched within the last 24 hours. While you focus, you can see and hear as if you were in the specific location or objects space, and you are blinded and deafened to your own surroundings. If the object you touched has moved, you also sense the direction and distance of the object's new location, as long as that object is within 5 miles of you.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Tangled Webs

Beginning at 10th level, you can weave your shadow magic into devious traps to ensnare and capture your prey. If you spend 5 minutes channeling your connection to the Spider Queen, you may create an invisible web trap at a target location that you can see within 30 feet you or have recently seen through use of your Shadow Weave’s Tether feature within its last use. The Shadow Weave trap occupies a space no larger than a 10-foot cube and lasts for 24 hours.

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