Loader image
Loader image
Back to Top

Blog

Nerdarchy > Uncategorized  > The Arachnomancer Trilogy: Spinning Fear into Power

The Arachnomancer Trilogy: Spinning Fear into Power

The Long Con: Designing Multi-Session Schemes
The Gilded Blossom: The Fragrant Rot Beneath Balaria

October Feature: Spooky Subclass Series

“Threads of Fear and Fate”

October creeps in, and with it comes the soft whisper of silk over stone — the ancient shiver of something waiting in the dark. Most adventurers flinch at the sight of a spider’s shadow, but the wise know that terror itself can be a teacher. The spider is patient. The spider is precise. And the spider always knows when to strike.

In the tangled darkness where superstition meets sorcery, a new trinity of power stirs: the Arachnomancers.

Not one path, but three — each weaving fear into their own form of mastery.
The Cleric of the Web draws upon divine threads of destiny, seeing the grand pattern of souls and binding fate with faith.
The Druid of the Circle of the Web embraces nature’s quiet predators, wielding silk and venom as sacred tools of balance.
And the Wizard of the Arachnomancer’s School peers beyond the veil of geometry and silk, studying the Weave itself as a cosmic web that binds all existence.

Together, they form the Weaveborn — a secretive order that believes every act, every soul, and every spell is a strand in the great design. They are the patient watchers of fate, the silent hunters in the rafters of reality.

So this October, if your players are brave enough to face what lurks in the dark, invite them to step into the web. Let them become what others fear — and discover the power that waits in stillness.

The Arachnomancer Trio

Theme: The spider as symbol of patience, predation, and fate.
Whether divine gift, natural devotion, or forbidden study, all Arachnomancers wield the power of the web — to bind, create, and destroy.


🕷️ Cleric: Domain of the Web (Arachnomancer)

“All threads lead somewhere — and the faithful are those who know where to tug.”

Gods of the Web: Lolth, Arachne, Fate Spinners, Shargaas, or any deity of fate, shadows, or predation.

Domain Spells

Level Spells
1st Entangle, Command
3rd Web, Silence
5th Bestow Curse, Spider Climb
7th Greater Invisibility, Divination
9th Hold Monster, Commune

Bonus Proficiencies
You gain proficiency in Stealth and with the Poisoner’s Kit.

Silken Blessing (1st Level)
As a bonus action, you can conjure spectral silk to restrain a creature within 10 feet that you hit with a weapon or spell attack. The target must succeed on a Strength saving throw or be restrained until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses when you finish a long rest.

Channel Divinity: Snare of Fate (2nd Level)
You can weave divine threads of destiny to bind your foes or protect your allies. As an action, choose up to 3 creatures within 30 feet:

  • Enemies must make a Dexterity saving throw or become restrained by glowing silken threads for 1 minute.

  • Allies instead gain advantage on their next attack roll or saving throw before the end of their next turn, as you guide their fate.

Web of Prophecy (6th Level)
Whenever you finish a short or long rest, you can cast Augury without expending a spell slot or material components. When you cast Augury or Divination, silken threads appear around you showing glimpses of fate.

Threaded Step (8th Level)
You gain a climbing speed equal to your walking speed and can move across webs or difficult terrain made of silk or rope without penalty. Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

Divine Weaver (17th Level)
You can briefly see the strands that connect all creatures. Once per long rest, as an action, choose up to 6 creatures you can see. You link their fates: when one takes damage, you can choose another linked creature within 30 feet to take half of that damage instead. This lasts for 1 minute and requires concentration.


🌿 Druid: Circle of the Web (Arachnomancer)

“The forest trembles not at the roar of a lion, but at the whisper of silk.”

Druids of this Circle understand that nature’s most efficient hunter is neither wolf nor hawk, but the patient spider. They view webs as sacred ecosystems — structures of balance, artistry, and doom.

Circle Spells

Level Spells
2nd Spider Climb, Web
3rd Gaseous Form, Bestow Curse
5th Greater Invisibility, Giant Insect
7th Freedom of Movement, Dominate Beast

Arachnid Shape (2nd Level)
When you use Wild Shape, you can transform into a spider of any size appropriate for your level, even if you haven’t seen it before. You can also manifest hybrid forms — humanoid bodies with spider limbs or fangs.
While in any form, you gain:

  • Climb speed equal to walking speed.

  • The ability to produce 30 ft of silk rope.

  • The ability to cast Web once per short rest without using a spell slot.

Predator’s Patience (6th Level)
When a creature moves within 10 feet of a web you created (magical or natural), you can use your reaction to restrain it (Dex save vs your spell DC).
Additionally, while you are concentrating on a spell, you can use your bonus action to move a restrained creature 10 feet along your web lines.

Venomous Rebirth (10th Level)
You gain resistance to poison damage and immunity to the poisoned condition. Once per long rest, when you drop to 0 HP, you may dissolve into a swarm of spiders (use Swarm of Spiders stats) for 1 minute, reforming at 1 HP afterward.

Matron of Webs (14th Level)
Your connection to the Great Web transcends the mortal coil. You can have two Web spells active at once, and you can see through any web within 60 feet as if you were there.
When you cast Web, you can choose to make it partially invisible.


📚 Wizard: School of the Arachnomancer

“To study the web is to understand the structure of reality itself.”

Arachnomancers see webs not as mere constructs but as a metaphor for arcane structure — each thread a leyline of power. Through silk and study, they bend magic as easily as a spider spins silk.

Spider’s Lore (2nd Level)
You learn Spider Climb and Web if you don’t already know them. They don’t count against your spells known. You can cast Web once per long rest without expending a spell slot.

When you cast Web, you can choose to make it spectral and invisible to all creatures except you.

Threadbinding (2nd Level)
You can weave magical threads between yourself and others. As a bonus action, you can tether a creature within 30 feet for 1 minute. While tethered:

  • You know their location.

  • When they take damage, you can use your reaction to transfer up to half that damage to yourself (or vice versa).

  • You can speak telepathically with them.

You can have a number of tethers equal to your Intelligence modifier.

Silken Familiar (6th Level)
You can summon a magical spider familiar even if you don’t have Find Familiar. When you cast the spell, your familiar can grow to Medium size and gain the ability to walk on walls and ceilings, and deliver spells as normal.
Your familiar can also use the Help action to restrain an enemy with silk once per short rest.

Weaver’s Insight (10th Level)
Whenever you deal damage with a spell that restrains, ensnares, or incapacitates a creature, you gain temporary hit points equal to your Intelligence modifier.

You can also use your reaction when a creature fails a save against such a spell to tug on its fate, imposing disadvantage on its next attack roll.

Grand Arachnomancy (14th Level)
You can step through your webs and threads like teleportation. When within 10 feet of any web or silk you created, you can use a bonus action to teleport to another web or silk surface within 120 feet that you can see.
Additionally, your Web spells are empowered — creatures restrained by them take psychic damage equal to your Intelligence modifier at the start of their turn.


🕷️ Thematic Cohesion: “The Three Weavers”

If you use all three subclasses in a campaign, you can present them as members of a hidden cult or covenant known as the Weaveborn — scholars, priests, and druids who believe all things (divine, natural, and arcane) are merely threads in the Great Web of Creation.

Each represents a strand of that philosophy:

  • Cleric: The Fate Weaver (divine destiny)

  • Druid: The Web Mother (natural balance)

  • Wizard: The Thread Scholar (arcane structure)

“The Web Awaits”

Whether you revere the divine pattern, honor the balance of predator and prey, or study the silk of the Weave itself, the spider’s wisdom offers the same lesson: everything is connected. Fear, faith, and fascination — all threads in a greater tapestry.

The Arachnomancers are more than spooky subclasses; they’re embodiments of patience and inevitability. Their webs are not cages but connections, their venom not cruelty but clarity. To embrace the web is to accept that the world is woven from both light and shadow — and that true power comes from knowing when to pull the right thread.

So this season, spin your stories with care. Let your players feel the tremor of something ancient crawling just out of sight. And when they least expect it, let them realize — the web was never around them.
It was always beneath their feet.

Happy Halloween, adventurers.
🕷️ The Weaveborn are watching.

Thanks for reading. Until Next Time, Stay Nerdy!!

Share
Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

No Comments

Leave a Reply