Arachnid Whisperer

You have always found something strange about spiders. How they are so quiet but can kill at a moments notice, how they are so small but can kill even a human with one nibble or how they inspire fear for no clear reason. Some call your skills a blessing from Lolth, some say you have evolved from an ancient spider-like race. All you know is that these powers you have obtained will make quick work of those who step into your parlor.

Spider form

Starting at 3rd level, you gain a climb speed equal to your speed, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check and you can speak with spiders as though you shared a language.

Sensory Threads

When you choose this subclass, You can create an amount of special threads during each short or long rest equal to your Wisdom modifier plus your proficiency bonus (minimum 1). Each thread counts as a finesse weapon with a reach of 10ft that does 1d4 slashing damage. When not used as a weapon, each thread spans 10 feet. These threads can be used in multiple ways:

Tripwire: You can spend 1 minute to set up an a tripwire trap. When placing the trap, make a sleight of hand check. The DC to see the trap is equal to your check. A creature that fails to see the tripwire and triggers it makes a dexterity saving throw with a DC equal to your spider DC (8 + proficiency bonus + Wisdom modifier). They take 1d4 slashing damage and fall prone on a fail or half that much and do not fall prone on a success.

You can spend 1 minute to set up an a tripwire trap. When placing the trap, make a sleight of hand check. The DC to see the trap is equal to your check. A creature that fails to see the tripwire and triggers it makes a dexterity saving throw with a DC equal to your spider DC (8 + proficiency bonus + Wisdom modifier). They take 1d4 slashing damage and fall prone on a fail or half that much and do not fall prone on a success. Extra armor: As a reaction to being attacked, you can expend up to 4 threads. For every 2 threads you expend, you increase your by AC 1 for that attack. The maximum amount you can expend increases to 6 at level 10 to 8 at level 15. You can only use this once per long rest.

As a reaction to being attacked, you can expend up to 4 threads. For every 2 threads you expend, you increase your by AC 1 for that attack. The maximum amount you can expend increases to 6 at level 10 to 8 at level 15. You can only use this once per long rest. Extra vision: By placing your threads on the ground and attaching the threads to each other, you automatically know if a creature is within 5 feet of the length of your thread.

Arachnid Venom

Starting at 9th level, you have resistance to poison damage and advantage on saving throws that would make you poisoned. You can also coat one of your weapons with your venom as a bonus action once per short or long rest. When you coat a weapon in venom, it deals an additonal 1d12 poison damage. Whenever the venom deals damage, the target of the attack rolls a constitution check against your spider DC or they are poisoned until the end of your next turn. The venom lasts for 1 minute or until it hits a creature, whichever comes first.

Hyperfocused Threads

At 13th level, your threads are now a light finesse weapon with reach that does 2d4 slashing damage. The threads also count as magical for the purposes of overcoming defenses. You gain a new ability with your threads as well:

Extra arms: Using your threads, you can perform sleight of hand checks from up to 10 feet away.

Parasite Dance

Starting at 17th level, Once per long rest, you may spend threads equal to an unconscious creature's challenge rating to infest the creature with your threads. The unconscious creature must make a constitution saving throw against your spider DC. If they succeed, they take damage equal to 2d4 + your sneak attack bonus piercing damage as the threads rip out of the body. If they fail, The creature is until your control until the threads are removed from it.

The creature will follow your every order to the best of its ability. Another creature may remove the threads with a medicine check against your spider DC. On a fail, the threads are removed from the body but unnaturally move into the creature that preformed the check. On a success, the threads are removed but the victim takes damage equal to your sneak attack bonus. A creature infested by these threads is under your control for up to 30 days, after this point the threads begin to break down inside the creature's body. Creatures that are undead, constructs or oozes cannot be affected by this.