Welcome To The Spider-Verse

In every dimension within the Spider-Verse, there are a set of events that create a hero known as a Spider-Totem. From Peter Parker of Earth-616 to Spiders-Man of Earth-11580, every universe is protected by a Spider-Totem.

With Great Power…

Spider-Totems learn quite early in their journey to face tragedy, with sudden power thrust upon them, they must quickly learn how to keep themselves in control and to use their powers for good. However, no matter how quick the Spider-Totem masters their web-slinging abilities, they all seem to learn the same lesson: With great power comes great responsibility, and even greater tragedy.

Becoming a Spider-Totem

There are many ways to become a Spider-Totem, but all Spider-People are united by their similar origin: the bite of a radioactive spider, and the death of Uncle Ben. Though there are many differences in each Spider-Totem’s story, the impact remains the same: The Spider-Sense and Tragedy. It is the mix of great power and a great loss in their lives that calls a bitten individual to truly become both a Spider-Totem and a hero.

You don’t decide to be a Spider-Totem, Its how you use with your newfound power that will truly make you a hero.

Peter Parker

Miles Morales

Earth-1610

 

 

The Spider-Totem
Level Proficiency Bonus Features Thwips Known BONKs! Known — Max BONK! Level — BONK!
1st +2 Spider-Climb, Spider-Sense, Web Weaving 3 1 1
2nd +2 Basic Spider-Ability, Goober Upgrade 3 2 1
3rd +2 Advanced Spider-Ability 4 2 2
4th +2 Ability Score Improvement 4 3 2
5th +3 Extra Attack 4 4 3
6th +3 Advanced Spider-Ability 5 4 3
7th +3 Goober Upgrade 5 4 4
8th +3 Ability Score Improvement 5 4 4
9th +4 Multiweb 5 5 5
10th +4 Advanced Spider-Ability 5 6 5
11th +4 Extra Attack 5 6 6
12th +4 Enhanced Spider-Sense 5 7 6
13th +5 Goober Upgrade 5 7 7
14th +5 Advanced Spider Ability 5 7 7
15th +5 Advanced Spider-Climb 5 8 8
16th +5 Ability Score Improvement 6 9 8
17th +6 Multiweb 6 10 9
18th +6 If This Be My Destiny 6 11 9
19th +6 Ability Score Improvement 6 11 9
20th +6 Great Power 6 11 9

Class Features

As a Spider-Totem, you gain the following class features

Hit Points

Hit Dice:
1d8 per Spider-Totem level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) + your Constitution modifier per Spider-Totem level after 1st

Proficiencies

Suits:
Light Suits, Medium Suits
Weapons:
Simple weapons, Martial weapons,
Tools:
Hacking Tools, Cellphone
Saving Throws:
Dexerity, Strength
Skills:
Choose two from Athletics, Acrobatics, Medicine, Survival, Perception and Investigation

Web Weaving Ability

BONK! save DC
= 8 + your proficiency bonus + your Charisma modifier
BONK! attack modifier
= your proficiency bonus + your Charisma modifier

Goobers

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

  • (a) a webslinger and an additional goober (b) a webslinger and an uncommon webslinger attachment
  • (a) a rare webslinger attachment, (b) two uncommon webslinger attachments

cat warrior

Peter “Blondie” Parker

EARTH-1610

 

 

Spider-Climb

“Please keep sticking!”

After being transformed into a Spider-Totem, you gain the ability to Spider-Climb thanks to your spiderlike physiology.

  • You gain the ability to move up, down and across vertical surfaces and upside down along ceilings, while leaving your hands free
  • You gain a climbing speed of 30ft.

Spider-Sense

“Why is the voice in my head so loud?”

You have the ability to sense oncoming danger when things nearby aren’t as they should be.

  • You have advantage on Perception, Investigation and Insight checks that involve trying to search for dangerous intent, people or objects such as traps.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, as a bonus action, you can roll a DC 15 Wisdom saving throw at the beginning of your first turn to end surprise. Once you have used this ability 1 time, it can only be activated once again after a long rest.

Web Weaving

“Feel the rhythm? Thwip and release!”

As a Spider-Totem, the abilities of your spiderlike physiology may manifest in a multitude of different abilities. Some come quite easily to Spider-Totems such as their thwips, while other skills, known as BONKs! require more energy.

Thwips

At 1st level, you know three thwips of choice from the Spider-Totem BONK! list. You learn additional Spider-Totem thwips at higher levels, as shown in the Thwips Known column of the Spider-Totem table.

Performing BONKs!

The Spider-Totem table shows how many BONKs! you can perform at 1st level and higher. To perform one of these BONKs! you must use one BONK! token if the spell is 1st level or higher, two BONK! tokens if the BONK! being performed is 5th level or higher, and three BONK! tokens if the BONK! being performed is 7th level or higher.

Once you learn a BONK! you can use it as many times as you have BONK! tokens available.

The amount of BONK! tokens you have is equal to your Proficiency Bonus + 2 cat warrior

Gwen Stacy

EARTH-65

 

 

Basic Spider Abilities

“Miguel, cool it with the fangs!

Across the Spiderverse, Spider-Totems bost a number of unique abilities and powers. From simple fangs to advanced venom-strikes, every Spider-Totem has a different set of abilities.

Starting at 2nd level, you can choose one of the following options. You can’t take a Spider Ability more than once, even if you later get to choose again.

  • Talons You are proficient with your unarmed strikes, which deal 1d6 slashing damage on a hit.

  • Spider Fangs You are proficient with your unarmed strikes, which deal 1d6 piercing damage on a hit.

  • Night Vision You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

  • Keen Senses You have enhanced senses that give you an edge in the right situations. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

  • Enhanced Strength You can lift, push or pull a weight in pounds up to 300lbs without recieving a penalty to movement. Additionally, you have proficiency in heavy suits.

  • Organic Webbing You have the ability to produce strong webs from your wrists. You no longer need to reload webslingers and gain an additional 20ft of range on all webslingers.

  • Camoflauge As an action, you can go semi-transparent to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.

  • Spike Protrusion When a creature hits you with a melee weapon attack you can use a reaction to cover yourself in spikes. The creature has to make a Dexterity saving throw against your Web Casting DC or take 2d6 piercing damage. Once this ability is used it can only be used again after a long rest.

  • Breath Control You can hold your breath for up to one hour.

  • Burrowing You have the ability to burrow yourself underground at immense speeds. You gain a burrowing speed equal to your walking speed.

  • Swimming You have the ability to swim with extreme proficiency. You gain a swim speed equal to double your walking speed.

  • Enhanced Leap Your maximum jump distance is doubled.

cat warrior

Peter Parker

Earth-90214

TIP: Prerequisite Abilities

If you have plans to choose a certain Advanced Spider Ability, make sure you grab the prerequisite Basic Spider Ability so you don’t miss out!

Advanced Spider Abilities and their prerequisites can be found on page 7

 

 

Goobers

“There’s always a bypass key, a virus key, a who-cares key I can never remember, so I just call it a goober!”

Webslinger

Upgradable goober, Rare (requires attunement)

These basic webslingers are a staple in every have 5 charges before they need to be reloaded as an action. You can expend charges in the following ways:

Web-slinging. As a reaction when you fall, or as an action,, you can expend one charge to send a 50ft. line of web-fluid to stick to any object or surface. This line can be climbed without a check or can be used to grab objects up to 100lbs

Web Attachment The webslinger can hold up to one web attachment at a time, which can be added to the webslinger as a bonus action. As an action, you can use the attachment as outlined in its item description.

Goober Upgrades
  • Upgrade 1 Your webslinger charges increase to 8. Additionally, reloading your webslinger becomes a bonus action.
  • Upgrade 2 Your web-slinging range is expanded to 100ft. Additionally, your web-slinging can be performed as a bonus action.
  • Upgrade 3 Your web-slinging range is expanded to 150ft. Additionally, your webslinger can hold two attachments at a time.

Spider-Tracer

Upgradable goober, Rare (requires attunement)

These helpful spider-shaped drones can support their Spider-Totem in hard-to-reach places. When deployed as an action, the Spider-Tracker can perform the following uses:

Information Transfer You recieve visual information from the Spider-Tracers position, which has normal vision and darkvision for 30ft. As an action, you can move the tracker up to 30ft. The tracer cannot move further than 60ft away from you, cannot enter another plane of existence and can be blocked by a solid barrier, but the tracker can pass through an opening as small as 1 inch in diameter.

Goober Upgrades
  • Upgrade 1 The maximum range of the Spider-Tracker becomes 100ft. Additionally, the tracker can see through normal vision and darkvision for 60ft.
  • Upgrade 2 The maximum range of the Spider-Tracker becomes 1 mile. Additionally, the tracker can emit a small harmless sensory effect such as audio or a smell.
  • Upgrade 3 There is no limit to how far the tracker can move from you, including through other planes of existence if means necessary are provided.

Spider-Glider

Upgradable goober, Rare (requires attunement)

This set of web-patterned spider-gliders are a staple in the costumes of Spider-Totems such as the Spider-Totems of Earth-12041 and Earth-199999. They help Spider-Totems in a pinch to escape from troubling heights.

Web Glide When you fall and are not incapacitated, you can subtract up to 100ft from your fall when calculating your fall damage and can move horizontally 5 feet for every 5 feet you fall.

Goober Upgrades
  • Upgrade 1 When you fall and are not incapacitated you can subtract up to 150ft from your fall when calculating your fall damage. Additionally, from the ground or a solid surface you can use a bonus action to glide 30ft into the air.
Peni Parker and SP//DR

Earth-14512

cat warrior

 

 

Peter Porker

Peter Porker

Earth-8311

  • Upgrade 2 When you fall and are not incapacitated you can subtract up to 200ft from your fall when calculating your fall damage. Additionally, you can move horizontally 10ft for every 5ft you fall.
  • Upgrade 3 When you fall, including when you are incapacitated, you can subtract up to 500ft from your fall when calculating your fall damage.

Attachment of Restraining Webs

Web Attachment, Uncommon (requires attunement) :

When loaded into a Webslinger as a bonus action, this attachment gives the Webslinger the following abilities:

  • Restraining Bolt. When you take the attack action, you can expend three Webslinger charges to make a ranged weapon attack
    • No Upgrade: (range 30/50)
    • Upgrade 2: (range 30/100)
    • Upgrade 3: (range 30/150)

On a hit, the target must succeed on a DC 12 Strength saving throw, becoming restrained on a failure, or having its speed halved until the end of its next turn on a success. As an action, a creature can make a DC 12 Strength check, freeing a creature restrained in this way on a success.

Attachment of Elemental Webs

Web Attachment, Rare (requires attunement) : When loaded into a Webslinger as a bonus action, this attachment gives the Webslinger the following abilities:

  • Elemental Bolt. When you take the attack action, you can expend three Webslinger charges to make a ranged weapon attack
    • No Upgrade: (range 30/50)
    • Upgrade 2: (range 30/100)
    • Upgrade 3: (range 30/150)

On a hit, the target takes 2d8 of either acid, cold, fire, force, lightning, necrotic, poison or radiant damage. The damage type is chosen by the user.

Attachment of Taser Webs

Web Attachment, Rare (requires attunement)

When loaded into a Webslinger as a bonus action, this attachment gives the Webslinger the following abilities:

  • Taser Bolt. When you take the attack action, you can expend three Webslinger charges to make a ranged weapon attack
    • No Upgrade: (range 30/50)
    • Upgrade 2: (range 30/100)
    • Upgrade 3: (range 30/150)

On a hit, the target takes 1d6 lightning damage and the target must succeed on a DC 10 Strength saving throw, becoming paralyzed on a failure for one minute.

Attachment of Impact Webs

Web Attachment, Uncommon (requires attunement)

When loaded into a Webslinger as a bonus action, this attachment gives the Webslinger the following abilities:

  • Impact Bolt. When you take the attack action, you can expend three Webslinger charges to make a ranged weapon attack
    • No Upgrade: (range 30/50)
    • Upgrade 2: (range 30/100)
    • Upgrade 3: (range 30/150)

On a hit, the webbing explodes into a 15ft radius of webbing. This area becomes difficult terrain, and every creature within radius must succeed on a DC 15 Dexterity saving throw or be knocked prone.

 

 

Upgrading Goobers

“Don’t get too excited Miguel, its just a prototype”

When you reach 2nd level, and again at 7th, and 13th level, you can perform an upgrade on one of your Upgradable Goobers. You can increase the level of a Goober of your choice by 1.

Additionally, outside of levelling up, you can upgrade an upgradable goober with the following costs:

Goober Upgrading
Upgrade Level GP Cost Time
1 50 24 hours
2 100 42 hours
3 150 72 hours

Advanced Spider Abilities

“Then Venom-Strike me right now, or turn invisible ON COMMAND so you can get past me”

When you reach 3rd level, you gain the ability to control your newly-found Spider Abilities. Your choice grants you an upgrade at 3rd level and again at 6th, 10th and 14th levels. Or, additionally, you can take a leap of faith and add new Advanced Spider Abilities to your arsenol instead of upgrading your current ones.

cat warrior

Miguel O’Hara

Earth-928

Advanced Spider Abilities

TIP: Prerequisite Abilities

If you have plans to choose a certain Advanced Spider Ability, make sure you grab the prerequisite Basic Spider Ability so you don’t miss out!

Basic Spider Abilities can be found on page 4

 

 

Ability Score Improvement

“You Know, With Great Ability Comes Great Accountability.”

When you reach 4th level, and again at 8th, 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.

Alternatively, you can decide to add an additional feat or basic spider-ability instead of increasing your ability score.

Extra Attack

“Alright, Let’s Do This One Last Time.”

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

Multiweb

“We’re A Little Team! Me As The Teacher Who Could Still Do It. You As The Student Who Can Do It, Just Not As Good.”

Beginning at 9th level, you can perform two web weaving actions instead of once, whenever you take the Cast Web Weaving action on your turn.

The number of attacks increases to three when you reach 17th level in this class.

Enhanced Spider-Sense

“You’re like me!”

Beginning at 12th level, your Spider-Sense becomes well-refined and powerful, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.

Enhanced Spider-Climb

“Everyone knows that the best way to learn is under intense, life-threatening pressure!”

Beginning at 15th level, your spider-climbing abilities become more refined and agile.

Your climb speed is increased to 60ft.

If This Be My Destiny

“You’re The Best Of All Of Us, Miles. You’re On Your Way. Just Keep Going.”

Starting at 18th level, your heroic spirit can keep you fighting despite your wounds. If you drop to 0 hit points and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

This causes your next attack roll, ability check or saving throw to be performed at advantage.

Great Power

“Its a leap of faith”

At 20th level, you have gained the power of a true Spider-Totem hero. You can choose two abilities to increase by 4. Your maximum for those scores is now 24.

Pavitr Prabhakar

Earth-50101

 

 

Advanced Spider Ability: Hammerspace

Hammerspace Web Weaving
Spider-Totem Level BONKs!
1st Catapult, Arachne Weapon
3rd Find Vehicle, Immovable Object, Wristpocket
5th Fabricate, Creation, Gravity Sinkhole
7th Drawmij’s Instant Summons, Simulacrum
Hammerspace Summons

When you choose this Spider Ability, you gain the ability to, as a bonus action, pull an item from hammerspace into your hands, provided you are not wielding an item with the two-handed property.

Roll on the hammerspace table to determine what item you pull out. After 1 hour, the item disappears.

The amount of items you can pull from hammerspace per day is equal to your Spider-Totem level x2, this number resets after a long-rest.

Hammerspace Table
D6 Roll Item
1 1 random item from the Trinkets table in the Player’s handbook
2 1 2lb Warhammer with the light property
3 1 random webslinger attachment
D6 Roll Item
4 1 ACME brand portable hole
5 1d4 ACME brand Bombs
6 1 ACME brand Hacking Tool
Hammerspace Upgrades

At 6th, 10th and 14th level, you can choose to upgrade your Hammerspace Summons up to three times.

  • Upgrade 1. When using Hammerspace summons, roll twice on the Hammerspace Table and pick your preferred item.
  • Upgrade 2. All items pulled from Hammerspace perform their use (attack rolls, ability checks) at advantage..
  • Upgrade 3. You can choose to roll at advantage on either the Hammerspace Table or the Hammerspace Mastery Table
Hammerspace Mastery Table
D6 Roll Item
1 1 random item from the Magic Item Table B
2 1 Web Smasher warhammer with the light property
3 1d4 random webslinger attachments
D6 Roll Item
4 1 ACME brand portable hole
5 1d6 ACME brand Bombs
6 1 random upgrade level 2 Goober

Advanced Spider Ability: Enhanced Strikes

Prerequisite: Talons / Spike Protrusion

Enhanced Strikes Web Weaving
Spider-Totem Level BONKs!
1st Zephyr Strike, Wrathful Smite
3rd Heat Metal, Vampiric Touch, Blinding Strike
5th Steel Wind Strike, Staggering Smite
7th Contingency, Symbol
Benjamin Reilly

Earth-92

cat warrior

 

 

Enhanced Strikes

When you choose this Spider Ability you gain the ability to enhance your unarmed strikes with remnants of power from your spider physiology.

As a bonus action, you can infuse your unarmed strikes with a powerful spider venom. While the venom is in effect, attacks you make with your unarmed strikes are magical, and deal 1d6 extra damage of your venom type. You can infuse your strikes a number of times equal to your Spider-Totem level +1.

You can choose one venom type when you first learn this Advanced Spider Ability from the venom types below:

Venom types
  • Acidic Venom. your venom damage is acid damage
  • Poisonous Venom your venom damage is poison damage
  • Necrotic Venom your venom damage is necrotic damage
  • Radiant Venom your venom damage is radiant damage
  • Shocking Venom your venom damage is lightning damage
  • Chilling Venom your venom damage is cold damage
  • Flaming Venom your venom damage is fire damage
  • Psychoactive Venom your venom damage is psychic damage

Additionally, any BONKs! or thwips that require a brandished melee weapon can instead be cast from your unarmed strikes.

Enhanced Strike Upgrade

At 6th, 10th, and 14th level, you can choose to upgrade your Enhanced Strikes up to three times.

  • Upgrade 1. When you infuse an unarmed strike with venom, the range of your unarmed strike becomes 10ft.
  • Upgrade 2. When you infuse an unarmed strike with venom, you deal 1d8 extra damage of your venom type. Additionally, you can choose one additional venom type.
  • Upgrade 3. When you infuse an unarmed strike with venom, you deal 1d10 extra damage of your venom type. When you first hit a creature with an unarmed strike infused with venom, the creature is knocked prone. Once a creature has been knocked prone by this ability, they cannot be knocked prone by your strikes until the following dawn.

Advanced Spider Ability: Precision Webbing

Precision Webbing Web Weaving
Spider-Totem Level BONKs!
1st Ensnaring Strike, Entangle
3rd Hold Person, Slow, Earthen Grasp
5th Grasping Web, Animate Objects, Hold Monster
7th Wall of Webs, Scatter
Web Tactics

When you choose this Spider Ability you gain the ability to take your webslinging to the next level. Your ability to control your webslingers is unparalleled even in comparison to other Spider-Totems.

You learn three unique web tactics that enhance the use of your webslinger. You can only use one web tactic per turn.

  • Disarming Web When you take the attack action, you can expend one webslinger charge to attempt to disarm your opponent, forcing it to drop one item of your choice that it’s holding
    • No Upgrade: (range 30/50)
    • Upgrade 2: (range 30/100)
    • Upgrade 3: (range 30/150)

The target must make a Strength saving throw against your Web Weaving DC. On a failed save, it drops the object you choose. The object can then be returned to your hand using another webslinging charge or dropped at the target’s feet with no additional charge cost.

  • Reeling Web When you take the attack action, you can expend one webslinger charge to attempt to grapple your opponent.
    • No Upgrade: (range 30/50)
    • Upgrade 2: (range 30/100)
    • Upgrade 3: (range 30/150)

Upon a hit, the target must succeed a contested Strength (Athletics) check against you or become grappled.

You can, additionally pull one grappled creature up to 50 feet towards you by extending one webslinger charge.

 

 

cat warrior

Hobie Brown

Earth-138

  • Web Grenade When you take the attack action, you can expend three webslinger charges to turn your webs into a web grenade, which can be thrown (range 20/75 ft.) and will proceed to detonate upon impact.

Creatures within a 20ft radius of the web grenade must succeed on dexterity saving throw against your web weaving DC or become restrained for up to one hour. A creature restrained by the webs can use its action to make a Strength check against your web weaving DC. On a success, it frees itself.

Web Tactics Upgrade

At 6th, 10th, and 14th level, you can choose to upgrade your Web Tactics up to three times.

  • Upgrade 1. The range of any webslinger you use is increased by 50ft, this affects any ability that uses the range of the webslinger’s shots.
  • Upgrade 2. Your Reeling Web can pull one creature up to the maximum length of your webslinger towards you. Additionally, when you reel a creature within 5ft you can perform an unarmed strike on them as a free action.
  • Upgrade 3. Your Web Grenades’ radius increases to 30ft., additionally, hostile creatures that fail their dexterity saving throw take 1d10 force damage as the webs wrap tightly around them. This damage repeats at the end of each of the restrained creature’s turn until they escape or the web grenade ends.

Advanced Spider Ability:Acid Spit

Prerequisite: Fangs

Acid Spit Web Weaving
Spider-Totem Level BONKs!
1st Acid Stream, Tasha’s Caustic Brew
3rd Stinking Cloud, Blindness/Deafness, Alter Self
5th Vitriolic Sphere, Contagion
7th Disintegrate, Harm
Venomous Bite

When you choose this Spider Ability you gain control of the latent venom inside your spiderlike body. Your bites grow extra deadly as you allow your venom to spread.

You gain the following abilities to make your bite even deadlier.

  • Charge. If you move at least 30 ft. in a straight line towards a target and then hit it with a spider fangs attack on the same turn, the target takes an additional 2d6 poison damage and must succeed on a Strength saving throw against your web weaving DC or be knocked prone.
  • Poison Bite. When a creature is hit by your spider fangs attack, they must succeed on a Constitution saving throw against your web weaving DC or be poisoned for one minute.
  • Acid Spray. You can use your attack action to exhale destructive acid in a 15 ft. cone. Each creature in the area of exhalation must make a Dexterity saving throw against your web weaving DC or take 2d6 acid damage. This action can be performed once per long rest.
Venomous Bite Upgrades

At 6th, 10th, and 14th level, you can choose to upgrade your Venomous Bite up to three times.

 

 

  • Upgrade 1. You can perform one additional melee attack against a creature that has been knocked prone by your charge ability as a free action. Additionally, you gain resistance to poison damage.
  • Upgrade 2. Your acid spray damage is increased to 3d6 acid damage, additionally, you gain one extra use of Acid Spray per day.
  • Upgrade 3. Your Poison bite damage deals an additional 2d6 poison damage upon hit. Additionally, you gain immunity to poison damage.

Advanced Spider Ability: Telepathy

Prerequisite: Keen Senses

Telepathy Web Weaving
Spider-Totem Level BONKs!
1st Charm Person, Message
3rd Detect Thoughts , Calm Emotions, Sending
5th Scrying, Geas
7th True Seeing, Mass Suggestion
Spider-Totem Telepathy

When you choose this Advanced Spider Ability, you grow a deep connection to both your own Spider-Sense and the Spider-Sense of other Spider-Totems.

As a bonus action, choose one Spider-Totem you can see within 30 feet of you. You and the chosen Spider-Totem can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile) in a language understood only through the Spider-Sense.

This telepathic connection lasts for one hour, during which you become linked with your fellow Spider-Totem, giving you the following abilities while linked:

  • Life Protects Life. As a bonus action, you and your connected Spider-Totem can give each other the help action.
  • Shared Vision. As a bonus action, you can see through the eyes of your connected Spider-Totem and hear what it hears until the end of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
  • Spider-Sense Amplification. When you perform a BONK! you can choose to deliver the spell through your connected Spider-Totem, however, the spell will be reduced to a range of 5ft if it is a ranged spell. You can perform this action once per connection. If you later connect with the same Spider-Totem after your initial connection has ended, you can use this ability again.
Spider-Totem Telepathy Upgrades

At 6th, 10th, and 14th level, you can choose to upgrade your Spider-Totem Telepathy up to three times.

  • Upgrade 1. You can make two telepathic connections with Spider-totems at the same time.
  • Upgrade 2. During shared vision with your Spider-Totem connection, you gain the benefits of truesight within their field of vision. Additionally, you gain 30ft of blindsight in regard to your own senses.
  • Upgrade 3. When you perform a BONK!, as a reaction, any of your connected Spider-Totems can choose to cast the BONK! alongside you from their position without the use of a BONK! token. You can perform this action and spider-sense amplification three times per connection. If you later connect with the same Spider-Totem after your initial connection has ended, you can use this ability again three times.

Jessica Drew

Earth-404

 

 

Advanced Spider Ability: Technology Adept

Technology Adept Web Weaving
Spider-Totem Level BONKs!
1st Remote Access (UA), Infallible Relay (UA)
3rd Arcane Hacking (UA) , Protection From Ballistics (UA), Haywire (UA)
5th System Backdoor (UA) , Shutdown (UA)
7th Programmed Illusion, Forecage
Goobers and Gizmos

When you choose this Advanced Spider Ability, you enhance both your ability and connection with the technology that makes up so much of a Spider-Totem’s arsenol.

You gain the ability to insert a BONK! into a spider-tracer as a web weaving action, which can then be activated at any time as a bonus action.

A programmed BONK! remains placed in its device for 48 hours, and is gone once it is activated. You can use this feature to place a programmed BONK! in only one device at a time, and a device can hold only one programmed BONK! Only you can activate the programmed spell in the device. If the device is destroyed, the programmed BONK! is lost.

When you choose this Advanced Spider Ability, you gain one additional spider-tracer.

Goobers and Gizmos Upgrades

At 6th, 10th, and 14th level, you can choose to upgrade your Goobers and Gizmos up to three times.

  • Upgrade 1. A programmed BONK! no longer has a time limit for how long it can remain in a spider-tracer. Additionally, you can program two devices at a time.
  • Upgrade 2. You gain the ability to set an activation peramiter for any programmed spider-tracer, such as the beginning of initiative or an attack action being made against you. When this condition is met, your spider-tracer will activate as a reaction.
  • Upgrade 3. Your spider-tracers can hold two programmed BONKs! at a time, upon activation both of the BONKs! will activate. You additionally can upgrade one of your spider-tracers when you reach this Upgrade.

Advanced Spider Ability: Insect Control

Insect Control Web Weaving
Spider-Totem Level BONKs!
1st Infestation, Speak with Animals, Beast Bond
3rd Locate Object , Summon Beast
5th Insect Plague, Giant Insect
7th Investiture of Wind, Regenerate
Spider-Swarm

When you choose this Advanced Spider Ability, you gain a protective shroud of small, harmless spiders that heed your calls to action.

As an action, you can summon your spider swarm within 5ft in a place you can see. Your swarm uses the Swarm of Spiders statblock and can be controlled to move or take an action as a bonus action on your turn.

cat warrior

 

 

Swarm of Radioactive Spiders

Medium swarm of tiny beasts, unaligned


Armor Class
13 (Natural Armor)
Hit Points
49 (9d8)
Speed
30 ft., climb 30ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 1 (-5) 7 (-2) 1 (-5)

Damage Resistances
Bludgeoning, Piercing, Slashing
Condition Immunities
Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses
Blindsight 10Ft., Darkvision 60ft., passive Perception 8
Challenge
5 (100 XP)

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.

Ethereal Jaunt. As a bonus action, the swarm can magically shift from your current Earth to the Inner Spiderverse, or vice versa.

Spider Climb. The swarm 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 swarm knows the exact location of any other creature in contact with the same web.

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

Actions

Bite (swarm has more than half HP). Melee Weapon Attack: +5 to hit, reach 0ft., one target. Hit (2d10) piercing damage. and the target must make a DC 11 Constitution saving throw, taking (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Bite (swarm has less than half HP). Melee Weapon Attack: +5 to hit, reach 0ft., one target. Hit (1d10) piercing damage. and the target must make a DC 15 Constitution saving throw, taking (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

cat warrior

Mayday Parker

Earth-616B

When your Swarm of Spiders hits 0 hit points, they disperse and can be summoned again after a long rest.

Spider-Swarm Upgrade

At 6th, 10th, and 14th level, you can choose to upgrade your Goobers and Gizmos up to three times.

  • Upgrade 1. When your Swarm of Spiders performs a bite attack, you may add your Web Weaving modifier to the attack roll.
  • Upgrade 2. When you are hit by a Melee attack and your Swarm of Spiders has not been summoned, you can use your reaction to summon your Swarm of spiders and perform one bite action against your attacker.
  • Upgrade 3. Your Swarm of Spiders becomes a Swarm of Radioactive Spiders. Additionally, your Swarm of Spiders can automatically be controlled to perform a round after the completion of your turn in initiative.
Multiple Advanced Spider Abilities!?

At 6th, 10th and 14th level, instead of upgrading a precious Advanced Spider Ability, you can choose to begin a new one presuming you have the correct prerequisites.

Note: When adding a new Advanced Spider Ability, you will only gain Advanced Spider Ability BONKs! up to 3rd level on that additional Spider-Ability. Your initial Advanced Spider-Ability will remain right on track!

 

 

Spider-Totem BONK! list

Thwips (0 Level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

 

 

199999’s Sting of Death

7th-level necromancy

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Instantaneous

The next time you hit a creature with a melee weapon attack during this BONK!’s duration, your weapon is coated with lethal stinging micro-drones that course through any opponent they hit, and the attack deals an extra 6d8 + 30 necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw or be poisoned for 1 minute.

A creature poisoned by this BONK! makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer poisoned.

Activate Instant Kill

9th-level necromancy

Casting Time:
1 action
Range:
Touch
Components:
V
Duration:
Instantaneous

You utter a phrase of power that causes one creature you touch to be killed instantly. If that creature you choose has 100 hit points or fewer, it dies. Otherwise, this BONK! has no effect.

Agile Dodge

1st-level abjuration

Casting Time:
1 bonus action
Range:
Self
Components:
S
Duration:
Instantaneous

You rely on the power of your web-weaving to weave swiftly in and out of danger. As part of the action of casting this BONK!, you take the dodge action.

Antiwebbing Field

8th-level abjuration

Casting Time:
1 action
Range:
Self (10-foot-radius sphere)
Components:
V, S, M (a small vial of Ethyl Chloride)
Duration:
Concentration, up to 1 hour

A 10-foot radius invisible sphere made from intangible webbing surrounds you. This area is divorced from the abilities of Spider-Totems that suffuses the multiverse. Within the sphere, BONKs! cannot be cast, summoned creatures disappear and even webslingers become unable to function.

BONKs! and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed BONK! is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

While within this sphere, teleportation and multiversal travel fail to work, whether the sphere is the destination or departure points. Additionally, all portals or extradimensional openings temporarily close while in the sphere.

Spheres created by different antiwebbing fields do not nullify each other.

Armor of the Iron-Spider

1st-level abjuration

Casting Time:
1 action
Range:
Self
Components:
V, S, M (you must be wearing a spider-suit, that is not consumed upon casting)
Duration:
1 hour

A protective shield of microdrone armor surrounds you, manifesting as an enhanced, metallic spider-suit that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 piercing damage.

At Higher Levels. When you cast this BONK! using an extra BONK! token or more, both the temporary hit points and the piercing damage increase by 5 for each token used.

 

 

Arachne Weapon

1st-level transmutation

Casting Time:
1 bonus action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 1 hour

You channel web weaving energy into one simple or martial weapon you are holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.

As a bonus action you can change the damage type, choosing from the options above.

At Higher Levels. When you cast this BONK! using an extra BONK! token, you can maintain concentration on the spell for up to 8 hours

Arms of the Man-Spider

1st-level conjuration

Casting Time:
1 action
Range:
Self (10-foot radius)
Components:
V, S
Duration:
Instantaneous

You summon the might of the Man-Spider, the corrupted Spider-Totem. Hairy spiderlike arms erupt from your back and batter all creatures within 10 feet of you. Each creature in the area must make a Strength saving throw. On a failed save, a target takes 1d6 bludgeoning damage plus 1d6 poison damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

At Higher Levels. When you cast this BONK! using an extra BONK! token or more, the damage increases by 1d6 for each slot level above 1st.

Aura of Heroism

3rd-level enchantment

Casting Time:
1 action
Range:
Self (30-foot radius)
Components:
V, S
Duration:
Concentration, up to 1 minute

Heroic energy radiates from you in a 30-foot radius. Until the BONK! ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) are immune to being frightened and gains temporary hit points equal to your web weaving modifier at the start of each of its turns.

When the spell ends, the target loses any remaining temporary hit points from this BONK!

Battlemind

2nd-level divination

Casting Time:
1 action
Range:
Self
Components:
S
Duration:
Concentration, up to 10 minutes

Through your web weaving, you enhance your Spider-Sense to enable you to anticipate the moves of your opponents in combat. While you aren’t wearing a medium or heavy suit or wielding a shield, you gain a +2 AC bonus against melee attacks and a +3 AC bonus against ranged attacks.

Battle Insight

divination thwip!

Casting Time:
1 action
Range:
30 feet
Components:
S
Duration:
Concentration, up to 1 round

Through your web-weaving, you enhance your Sider-Sense concentration on a target within range. Through your senses, you gain insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this thwip hasn’t ended.

Battle Precognition

1st-level divination

Casting Time:
1 action
Range:
Self
Components:
V, S,
Duration:
8 hours

You put your trust in your Web-Weaving and Spider-Sense to protect you from danger. Until this BONK! ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing a suit.

cat warrior

Peter Parker

Earth-13122

 

 

Burst Webs

4th-level evocation

Casting Time:
1 action
Range:
120 feet (30-foot cube)
Components:
V, S, M (a vial of combustable fluid worth at least 10gp)
Duration:
Instantaneous

At a point within range, all webbing that is not being worn or carried within a 30-foot cube (including webs produced by spells such as the web spell), explodes into a burst of immolating flame.

Each creature within the cube must make a Dexterity saving throw. A target takes 9d8 fire damage on a failed save or half as much damage on a successful one. The fire spreads around corners. All webbing in the area not being worn or carries is destroyed.

At Higher Levels: When you cast this BONK! using an extra BONK! token or more, the damage increases by 1d6 for each slot level above 1st.

Circle of Electrowebs

6th-level evocation

Casting Time:
1 action
Range:
150 feet (50-foot radius sphere)
Components:
S, V, M (a 100gp piece of conductive material)
Duration:
Instantaneous

A sphere of electically charged webs is deployed in a 60-foot radius sphere from a point within range. Each creature in the area must make a Dexterity saving throw. A target takes 8d6 lightning damage on a failed save and becomes paralysed until the end of their next turn.

On a successful save, the creature takes half damage but suffers no additional effect.

Delayed Web Explosion

8th-level evocation

Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (a vial of combustable fluid and sulfur)
Duration:
Concentration, up to 1 minute

A small, undetectable spider-drone releases from your pointing finger. When the BONK! ends, either because your concentration is broken or because you decide to end it, the spider-drone detonates into an explosion of flame that spreads to nearby webbing.

Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The BONK!’s base damage is 12d6. If at the end of your turn the spider-drone has not yet detonated, the damage increases by 1d6. If the spider-drone is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the BONK! ends immediately, causing the spider-drone to erupt in flame. On a successful save, the creature can throw the spider-drone up to 40 feet. When it strikes a creature or a solid object, the BONK! ends, and the spider-drone explodes. The fire damages objects in the area and all webbing in the area not being worn or carried is destroyed.

At Higher Levels: When you cast this BONK! using an extra BONK! token or more, the damage increases by 1d6 for each slot level above 1st.

Detect Web Weaving

1st-level divination

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 10 minutes

For the duration, you sense the presence of web weaving within 30 feet of you. If you sense web weaving in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears web weaving, and you learn its school of web weaving, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 

 

Enduring Heroics

5th-level enchantment

Casting Time:
1 reaction
Range:
self
Components:
Duration:
Concentration, up to 1 minute

You use your heroic spirit to push your body beyond its normal limits. When an attack would bring you to 0 hit points or less, this BONK! takes effect.

You can’t die from damage or from failed death saving throws while this BONK! is in effect, but the effort taxes you. If you have 0 hit points while you are under the effect of this power, you do not fall unconscious, and continue acting and fighting normally. While you remain at 0 hit points, you must make a death saving throw at the start of each of your turns. Each time you fail a death saving throw, you suffer a cumulative -1 penalty to attack rolls, ability checks, and saving throws (including death saving throws). This penalty lasts until you regain hit points. Successful death saving throws have no effect, but a natural 20 restores 1 hit point as usual.

If you have 0 hit points while this power ends, you once again enter an unstable unconscious state.

Enhanced Sight

2nd-level transmutation

Casting Time:
1 action
Range:
Self
Components:
V
Duration:
Concentration, up to 10 minutes

You focus your web-weaving into your vision to better sense your surroundings; colors fade and inanimate objects appear as shades of gray. For the duration, you gain the following benefits.

  • Living things glow with a dim purple and green light, Spider-Totems glow with a bright red and blue light
  • You gain blindsight to 30 feet
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 90 feet.

Fabricate Web Trap

conjuration thwip

Casting Time:
1 minute
Range:
Self (10-foot radius sphere)
Components:
S
Duration:
Until dispelled or triggered

You ward a 10-foot radius sphere with a web trap. This trap is well disguised, Any creature that can’t see the area at the time the BONK! is cast must make a Wisdom (Perception) check against your web weaving DC to notice the trap before entering the area.

You can choose the condition in which the trap is triggered. Upon casting, you will also choose one ability that the target will gain disadvantage on if affected by the trap, as well as if the target will make a Dexterity, Constitution or Strength saving throw against it. So long as the trigger condition is met while in the radius of the ward. When this condition is met, your trap is triggered.

The creature that triggered the trap must succeed a Dexterity, Constitution or Strength saving throw or suffer disadvantage to ability checks and saving throws as specified when the trap was set. On a successful save, the trap is destroyed and the target suffers no effects.

 

 

Guardian of the City

4th-level transmutation

Casting Time:
1 bonus action
Range:
self
Components:
V
Duration:
Concentration, up to 1 minute

The city calls for your aid and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Urban Guardian or Rural Guardian

Urban Guardian. Streetlights highlight your frame as the streets seem to move to make way for you, and you gain the following benefits:

  • Your walking speed increases by 10 feet.
  • You make Wisdom saving throws with advantage
  • You make Strength and Charisma-based attack rolls with advantage.
  • You gain a darkvision of 120 feet.

Rural Guardian. The rural grass swirls around your frame as the trees and community reach to you for aid, and you gain the following benefits:

  • You gain 10 temporary hit points
  • You make Constitution saving throws with advantage
  • You make Dexterity and Wisdom-based attack rolls with advantage
  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Heavy Throw

3rd-Level transmutation

Casting Time:
1 action
Range:
60 ft
Components:
S
Duration:
Instantaneous

Choose one object with a size class between Tiny and Large that isn’t being worn or carried. he object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface.

If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take a base damage of 3d8 bludgeoning damage if the object is tiny, with an additional d8 of bludgeoning damage for every additional size class.

Heighten Senses

1st-level transmutation

Casting Time:
1 reaction, which you take when you would roll initiative
Range:
Self
Components:
V, S
Duration:
1 Round

Through Web-Weaving, you can sense a shift in your environment and seize the opportunity with a burst of speed. You gain advantage on your initiative check, and until the end of your first turn in combat, your walking speed increases by 30 feet.

 

 

cat warrior

Peter B. Parker

Earth-616B

Iron Spider’s Adamantine Shield

6th-level abjuration

Casting Time:
1 bonus
Range:
60 feet
Components:
V, S, M (a small piece of adamantine, worth at least 500gp)
Duration:
Concentration, up to 1 minute

You create a powerful shield of adamantine spider-drones that surrounds a creature of your choice within range (including yourself). While surrounded by the field, a creature gains the following benefits:

  • Cover. The creature has half cover
  • Damage Resistance. The creature has resistance to bludgeoning, piercing, slashing and acid damage
  • Damage Immunity. The creature has immunity to psychic damage
  • Fortified. When hit by a critical hit, the creature suffers regular damage instead of double damage.

As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.

Mark of Kaine

3rd-level evocation

Casting Time:
1 bonus action
Range:
Self
Components:
S, V
Duration:
Instantaneous

The next time you hit a creature with a melee weapon attack or an unarmed strike during this BONK!’s duration, your weapon is struck with burning ferocity that sears any opponent they hit, and the attack deals an extra 4d6 fire damage to the target.

At Higher Levels: When you cast this BONK! using an extra BONK! token or more, the damage increases by 1d6 for each slot level above 1st.

Multiversal Ally

6th-level conjuration

Casting Time:
10 minutes
Range:
60 feet
Components:
M (an object belonging to an earth outside of your own)
Duration:
Until dispelled

You call for the spiderverse to send you aid in the form of a Spider-Totem. The Spider-Totem must be known to you. If the Spider-Totem’s name is known, you can request that totem in particular, though you might get a different Spider-totem anyway (GM’s choice).

A Spider-Totem heeds your call, appearing in an unoccupied space within range.

When the Spider-Totem appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the Spider-Totem to bargain for its services.

After the Spider-Totem completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

A Spider-Totem enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

Mutation of the Man-Spider

3rd-level transmutation

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 1 minute

You summon the might of the Man-Spider, the corrupted Spider-Totem. Hairy spiderlike arms erupt from your back to catch anyone who attempts to escape from your grasp. You gain the following benefits:

  • You may take two additional reactions each round. Readied actions can still only be taken once
  • You can use both of your additional reactions to make an opportunity attack against an opponent who has taken the Disengage action.
  • Weapons attacks made during the duration of the BONK! have a reach of 10ft.

 

 

Peter Parker’s Private Sanctum

4th-level abjuration

Casting Time:
10 minutes
Range:
120 feet
Components:
V, S, M (A thin vial of web-fluid, a worn house key)
Duration:
24 hours

You deploy a number of miniature spider-drones to secure an area within range. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The BONK! lasts for the duration or until you use an action to dismiss it.

When you cast the BONK!, you decide what sort of security the spell provides, choosing any or all of the following properties:

  • Sound can’t pass through the barrier at the edge of the warded area.
  • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
  • Sensors created by divination BONKs! can’t appear inside the protected area or pass through the barrier at its perimeter.
  • Nothing can teleport into or out of the warded area.
  • One 2nd-level Goober is created inside of the barrier, this goober cannot leave its perimeter and vanishes after the spell ends.

Purge Toxins

3rd-level abjuration

Casting Time:
1 action
Range:
Self
Components:
M (a small, sterilized syringe)
Duration:
Instantaneous

You purge yourself of the negative conditions affecting your body and mind. The conditions this BONK! ends are blinded, deafened, paralyzed, poisoned and exhaustion.

Reveal Weakness

5th-level divination

Casting Time:
1 action
Range:
60 feet
Components:
S, M (a crushed button worth at least 1cp)
Duration:
Concentration, up to 1 minute

The target must make a Charisma saving throw. On a failed save, you have advantage on attack rolls against that creature, and it has disadvantage on attack rolls against you for the duration. On a successful save, you have advantage on the next attack roll you make against that creature, and it has disadvantage on its next attack roll against you. Once both attacks have been made, the power ends.

Shroud of Microdrones

4th-level necromancy

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 1 minute

A shroud of camoflauging spider-like droids wreathe your body until the BONK! ends, causing you to become heavily obscured to others. Creatures have disadvantage against melee and ranged weapon attacks made against you, and you are considered to have half cover for the BONK!’s duration.

Until the spell ends, you have resistance to bludgeoning damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the drones lash out at that creature, dealing it 2d8 lightning damage.

cat warrior

Cindy Moon

Earth-616

 

 

cat warrior

Anna-May Parker

Earth-18119

Swift Slinging

5th-level transmutation

Casting Time:
1 bonus action
Range:
Touch
Components:
V, S, M (a webslinger containing at least one web vial, which is not consumed upon casting)
Duration:
Concentration, up to 1 minute

You transmute your webslinger so it produces an endless supply of inorganic webs.

On each of your turns until the BONK! ends, you can use a bonus action to make two actions with your webslinger without needing to reload. Any webs created by this BONK! disintegrate when the BONK! ends. If the webslinger leaves your possession, the spell ends.

Summon Giant Spider-Drone

5th-level conjuration

Casting Time:
1 action
Range:
120 feet
Components:
V, M, S (a small computer motherboard)
Duration:
Concentration, up to 1 minute

You create a large spider-drone in an unoccupied space that you can see within range. The spider-drone lasts for the BONK!’s duration, and it moves at your command, mimicking the movements of your hand.

The Spider-Drone is an object that has an AC of 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the BONK! ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0).

When you cast the BONK! and as a bonus action on your subsequent turns, you can move the drone up to 60 feet and then cause one of the following effects with it.

  • Crushing Legs The drone strikes one creature or object within 5 feet of it. Make a melee spell attack for the drone using your game statistics. On a hit, the target takes 2d8 force damage and is grappled.

  • Shove The drone attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the drone pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The drone moves with the target to remain within 5 feet of it.

  • Grasping Web The drone attempts to grapple a Huge or smaller creature within 10 feet of it. You use the drone’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the drone is grappling the target, you can use a bonus action to have the drone crush it. When you do so, the target takes bludgeoning damage equal to 4d6 + your spellcasting ability modifier.

  • Interposing Drone The drone interposes itself between you and a creature you choose until you give the hand a different command. The drone moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the drone’s space if its Strength score is less than or equal to the drone’s Strength score. If its Strength score is higher than the drone’s Strength score, the target can move toward you through the drone’s space, but that space is difficult terrain for the target.

 

 

Suspension Matrix

8th-level evocation

Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (copper wires and computer parts worth at least 200go)
Duration:
Instantaneous

A sphere of stunning electricity ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 lightning damage on a failed save and becomes paralyzed until the end of their next turn on a failed save, or takes half as much damage and suffers no further effects on a successful one.

At Higher Levels: When you cast this BONK! using an extra BONK! token or more, the damage increases by 1d6 for each slot level above 1st.

Tendrils of the Superior Spider-Man

4th-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a piece of fluid from a deceased symbiote)
Duration:
Concentration, up to 1 minute

Squirming, technological tentacles fill a 20-foot square on the ground that you can see withi range.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Web Trick

illusion thwip!

Casting Time:
1 action
Range:
10 feet
Components:
V, S
Duration:
Up to 1 hour

You create a minor effect or illusion using a small invisible thread, such as making a tiny item float, creating an odd odor or to make someone feel the sensation of a string falling on them.

You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

You create a nonmagical trinket or an illusory image made of webs that can fit in your hand and that lasts until the end of your next turn.

You create odd trail marks on the ground 5ft behind you as you walk.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Web Wall

6th-level conjuration

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a vial of web fluid and a spider’s fang)
Duration:
Concentration, up to 10 minutes

You create a wall of tough, pliable, poisoned-coated wall filled with ravenous biting spiders. The wall appears within range on a solid surface and lasts for the duration. You choose to make this wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick.

The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 piercing damage and becomes restrained, or half as much damage on a successful save and no additional effects. A creature restrained by this affect can make a Dexterity saving throw at the end of their following turn to escape this effect.

An unrestrained creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 5 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 6d8 slashing damage on a failed save, or half as much damage on a successful one.

Web Whip

evocation thwip!

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a vial of web fluid)
Duration:
Concentration, up to 10 minutes

From your webslingers, you create a long, thick web whip that lashes out at your command towards a creature in range. Make a melee BONK! attack against the target. If the attack hits, the creature takes 1d6 bludgeoning damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

At Higher Levels: The BONK!’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6)

 

 

cat warrior

Will of Heroism

9th-level abjuration

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 10 minutes

You envelop yourself in a shroud of pure willpower and heroic instinct, fueled by an urge to do good. For the duration of this BONK! you gain the following benefits:

  • you have resistance to all damage dealt by other creatures (their attacks, spells, and other effects)
  • Whenever a creature damages you, it takes force damage equal to half the amount it dealt to you + your web weaving modifier.
  • At the beginning of each of your turns for the duration of this spell, you re-gain 4d8 + 10 health.
  • You cannot be frightened, stunned or charmed.

Heroic Archetypes

Embrace your heroic side with the following Heroic Archetype backgrounds!

Classic Hero

Starting as your everyday citizen, an extraordinary circumstance has brought you to heroism. Now, you use your skills to nobly and selflessly to protect others and fight for justice.

  • Skill Proficiencies: Persuasion (CHA), and choose 1: Medicine (WIS) or Insight (WIS)

  • Languages: Any x1

  • Equipment: Artisan’s tools x1, disguise kit, a pouch containing 15gp, a cellphone, and choose 1: protective suit or agile suit

Feature: Of the People

As a protector of the common folk, they are almost always willing to give you a hand. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Unmasked Hero

Having worked long on the fields of heroic, your secret identity has since been revealed to the world for better or for worse. With danger to yourself and loved ones always imminent, you fight quick on your toes to save others and yourself.

  • Skill Proficiencies: Perception (WIS), and choose 1: Survival (WIS) or Intimidation (CHA)

  • Languages: Any x2

  • Equipment: Vehicle (land) x1, navigator’s tools, a cellphone, a pouch containing 15gp and choose 1: tank suit or protective suit

Feature: Big Reputation

Everywhere you go, people seem to know your face. In places you have protected in the past, you recieve free lodging and food of a comfortable standard. In addition, strangers are more likely to give you tips and information about possible dangers around you, but will not protect you from physical threats.

Rebellious Hero

With a strong urge to make your stand and to fight for what is right, you stand against oppressors and tyrants using any means necessary to protect those being oppressed.

  • Skill Proficiencies: Persuasion (CHA), and choose 1: Deception (CHA) or Intimidation (CHA)

  • Languages: Any x2

  • Equipment: Musical instrument x1, hacking tools, a cellphone, and choose 1: brawler suit or glamour suit

Feature: Rebellious Allegiance

In your travels, if you run into people who support your cause and/or political ideals, they may give you or your party members supplies, gossip, currency, access to restricted areas or they will turn a blind eye to minor crimes.

On the other hand, if you run into people with opposition to your cause, they may be extra cautious of you and blame you for crimes you have not committed. You may be under a more watchful eye and dismissed more by people who disgree with your position. Opposing governments may be a bigger threat, arresting you on sight, or not allowing you into major cities.

 

 

cat warrior

Underground Hero

You work hidden in the shadows to weed out those who stand in the way of what you think a better future may be. The world may not know your name, but the world most certainly feels your impact.

  • Skill Proficiencies: Stealth (DEX), and choose 1: Survival (WIS) or Nature (WIS)

  • Languages: None

  • Equipment: Disguise kit, forgery kit, a cellphone, a pouch containing 5gp, and choose 1: stealth suit or agile suit

Feature: Underground Dealings

You know a number of trustworthy contacts who act as a network in anti-criminal activity. You know how to get messages to and from your contacts even over great distances, you can request mundane items be delivered to and from your position or request a protected hiding spot to lay low for up to 24 hours.

Anti-Hero

Though you lack the conventional heroic attributes such as courage and morality, you still protect the world in your own unique, but sometimes destructive way.

  • Skill Proficiencies: Intimidation (CHA), and choose 1: Insight (WIS) or Deception (CHA)

  • Languages: None

  • Equipment: Forgery kit, thieves’ tools, a cellphone, a pouch containing 10gp, and choose 1: brawler suit or tank suit

Feature: No Honor

You have learned to get a good read on people who may cross your path, and you find kindred spirits in liars. When rolling insight against deception checks, you have advantage.

However, people are more likely to call out your own deceptive nature, and may trust you less upon you figuring out their intentions or attempt to highlight your anti-heroic tendencies.

Byronic Hero

You embody the romantic qualities of a tragedy, brooding and rejection. You may feel alienated from the society you try so desperately to save, and find your strong emotions to drive you to fight for what you think is right.

  • Skill Proficiencies: Insight (WIS), and choose 1: Perception (WIS) or Intimidation (CHA)

  • Languages: None

  • Equipment: A trinket of your past (a necklace, ring, heirloom, etc.), a cellphone, a pouch containing 5gp, Artisan’s tool, and choose 1: glamour suit or stealth suit

Feature: Lone Brooding

In your path to heroics your identity as a byronic hero has caused people to either fear or sympathize with your nature. People may be inclined to look past your worst crimes and depravaties, knowing they may not have been your choice. During questionable situations, people may be likely to wave it off as part of your brooding nature.

Comedic Hero

You have a quick-wit and killer comedic timing. You attempt to bring a smile to the people around you while you save the day, and hope to make the world perhaps a little better one joke at a time.

  • Skill Proficiencies: Performance (CHA), and choose 1: Sleight of Hand (DEX) or Acrobatics (DEX)

  • Languages: None

  • Equipment: Gaming set, a cellphone, a pouch containing 10gp, musical instrument x1, and choose 1: glamour suit or agile suit

Feature: Contagious Laughter

Since you’ve made a good name of yourself with your quick-wit and humour, you know how to relate and impress most folks around you. People will be generally more open to your presence even if they are in opposition to you, which could spare you some time in a tricky situation.

Additionally, people of higher class will tend to be more protective of you. Nobles like to protect their jesters.

 

 

Bounty Hero

Your heroism is more of a job than a personal emotional commitment. You may consider criminals as nothing more than numbers, or perhaps you’re filling a duty to another, your heroics are more of a means to an end.

  • Skill Proficiencies: Perception (WIS), and choose 1: Investigation (INT) or Intimidation (CHA)

  • Languages: Any x1

  • Equipment: Navigator’s tools, a cellphone, forgery kit, a pouch containing 15gp, and choose 1: brawler suit or protective suit

Feature: Ear To the Ground

You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Investigative Hero

Knowing your opponents is half of the battle. You spend your time investigating those who may cause harm or damage and always come up with the best plan for the job to make your heroics as clean as possible.

  • Skill Proficiencies: Investigation (INT), and choose 1: Insight (WIS), Perception (WIS) or Survival (WIS)

  • Languages: Any x2

  • Equipment: Disguise kit, a cellphone, a pouch containing 10gp, hacking tools x1, and choose 1: techno suit or stealth suit

Feature: Official Inquiry

You’re experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you’re investigating. Those who aren’t involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

Scholarly Hero

Between heroism, you are a studious mind who looks to expand their knowledge of both heroics and of the world itself. You always try to look for another angle in every aspect of your life, including in your heroic duties.

  • Skill Proficiencies: Arcana (INT), and choose 1: History (WIS), Nature (INT) or Religion (INT)

  • Languages: Any x3

  • Equipment: Artisan’s tools, a cellphone, a pouch containing 5gp, hacking tools x1, and choose 1: techno suit or agile suit

Feature: Scholarly Insight

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Symbiotic Hero

You are not alone. Whether an escapee from a lab or a result of a choice encounter, your heroics are done with a few extra hands and an occasional hunger for pancreas.

  • Skill Proficiencies: Intimidation (CHA) and choose 1: Athletics (STR), Acrobatics (DEX) or Stealth (DEX)
  • Languages: Klyntar
  • Equipment: Disguise kit, a cellphone, a trinket of your past (a necklace, ring, heirloom, etc.), and a symbiote suit.

Feature: Symbiotic Relationship

Due to your symbiotic nature, people tend to be off-put by your intimidating presence. This may mean that, out of fear, they’ll provide you with small trinkets or information for the sake of protecting themselves.

Additionally, you can speak telepathically with your symbiote from any distance and accross realms if you become separated.

Cellphones and Historical Spider-Totems

If your Spider-Totem’s home universe does not have technology advancements up to the cellphone, you can replace your cellphone with 5 additional GP

 

 

Suits

Every Spider-Totem needs their very own Spider-Suit!

Agile Suit

Light Suit, Rare

AC: 12 + Dex modifier

Weight: 10lb.

When worn, wearer gains an additional 15ft to their base movement speed.

Brawler Suit

Medium Suit, Rare

AC: 14 + Dex modifier (max 2)

Weight: 20lb.

When worn, the wearer gains the ability to add their proficiency bonus to unarmed strike damage.

Glamour Suit

Medium Suit, Rare

AC: 12 + Dex modifier

Weight: 13lb.

When worn, wearer can use a bonus action to cause the armor to assume the appearance of a normal set of clothing or some other kind of suit with colour, style and accessories of their choice. The illusory appearance lasts until you use this property again or remove the suit.

Protective Suit

Medium Suit, Rare

AC: 15 + Dex modifier (max 2)

Weight: 40lbs

When worn, wearer has disadvantage on on Stealth (DEX) checks. When worn, wearer has resistance to nonmagical ballistic damage.

Stealth Suit

Light Suit, Rare

AC: 12 + Dex modifier

Weight: 10lb.

When worn, wearer gains advantage on all Stealth (DEX) checks.

 

 

Symbiote Suit

Medium Suit, Mythic

AC: 13 + Dex modifier (max 2)

Weight: 35lbs

Your suit is a sentient magic item with an Intelligence, Wisdom and Charisma score matching the wearer, hearing and darkvision to 60ft., and an alignment of Chaotic Good, Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil or Chaotic Evil (DM choice).

When worn, the wearer’s primary Web-Weaving ability becomes Constitution instead of Charisma, and additionally they gain advantage on Intimidation (CHA) checks.

Tank Suit

Heavy Suit, Rare

AC: 18

Weight: 65lbs

When worn, wearer has disadvantage on on Stealth (DEX) checks. Additionally, when the wearer deals a killing blow on an opponent they gain an additional 2d10 temporary hit points for up to 8 hours.

Techno Suit

Medium Suit, Rare

AC: 13 + Dex modifier (max 2)

Weight: 25lbs

When worn, whenever the wearer takes lightning damage their AC rises by +1 for 1 minute (stacks to a max of +4)

Spider-Weaponry

To add an extra kick to your Spider-Totem arsenol!

Shocking Gauntlets

Martial Melee Weapon (unique), Rare (requires attunement)

Cost: 1,500gp

Damage: 1d6 bludgeoning, special

Weight: 3lbs

Properties: Light, Hidden

These lightweight augmented gauntlets have a shocking kick. When you attack and speak its command word, the gauntlets shoot a cone of powerful lightning, forming a 10ft cone of lightning. Each creature in the cone, excluding you and the target, must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one.

The Gauntlet’s property can’t be used again until the next dawn. In the meantime, the gauntlets can still be used as a magic weapon.

Ricochet Disks

Martial Ranged Weapon (chakram), Rare (requires attunement)

Cost: 1,200gp

Damage: 1d6 slashing

Weight: 1lb

Properties: Finesse, light, thrown (range 20/60)

When you hit a creature with a thrown attack using this weapon, you can cause it to ricochet onto two additional targets within 10 feet of the primary target. Upon hit, you immediately make an attack roll against the secondary target, at a -2 penalty. If the secondary attack hits you deal normal damage onto the secondary target and can attack a tertiary target at a -3 penalty, dealing normal damage to the tertiary target.

 

 

cat warrior

Margo “Spider-Byte”

Earth-22191

Bug Zapper

Martial Melee Weapon (whip), Very Rare (requires attunement)

Cost: 2,000gp

Damage: 1d4 lightning

Weight: 3lbs

Properties: Finesse, Reach (10ft.)

This electrically-charged and ethyl-chloride covered whip was created to fight unruly and dangerous spider-totems. The handle of this whip holds within it a maximum of 5 charges. As a bonus action before you make an attack you can decide to invest a number of charges to add one of the following effects to your attack:

Lightning Lash. you can expend 1 charge to imbue your whip with enhanced power. Upon hit, your strike does an additional 1d8 lightning damage and the target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

Anti-Webbing Whip. you can expend 2 charges to imbue your whip with an anti-web weaving strike. Upon hit against a creature with web-weaving, their next BONK! will automatically be affected by the effects of a 5th level counterspell.

The whip recharges 1d4 expended charges daily at dawn.

Web-Gun

Ranged Firearm Weapon, Rare (requires attunement)

Cost: 2,000gp

Damage: 1d8 piercing

Weight: 3lbs

Properties: Light, Reload 4, Misfire 1

This small, but mighty pocket pistol packs an intense punch. You have a +1 bonus to attack and damage rolls made with this weapon. The pistol has 4 charges, as a bonus action before you make an attack you can decide to invest a number of charges to add one of the following effects to your attack:

Empowered Shot. You can expend 1 charge to imbue your bullet with kinetic energy. On hit, for each charge you spend, the target takes an additional 1d12 force damage and is pushed 5 feet away from you.

Stunning Shot. You can expend 2 charges to imbue your bullet with a stunning toxin. On hit, the target must make a DC 13 Constitution saving throw or be stunned until the end of your next turn.

The firearm regains 1d4 expended charges daily at dawn.

Spider-Claw Chakram

Martial Ranged Weapon (chakram), Rare (requires attunement)

Cost: 1,000gp

Damage: 2d6 slashing, 1d4 poison

Weight: 3lbs

Properties: Finesse, light, thrown (range 20/60)

This hooked blade-covered chakram is coated in a potent toxin for powerful strikes. You have a +1 bonus to attack and damage rolls made with this weapon. Upon a successful hit, the target must succeed on a DC 13 Dexterity saving throw or become poisoned for 1 minute.

Spiderbite Daggers

Simple Melee Weapons (dual daggers, Rare (requires attunement)

Cost: 2,000 (1,000 each)

Damage: 2d4 piercing

Weight: 2lbs (1lb each)

Properties: Light, two-handed, finesse, thrown (range 20/60)

These small fang-shaped daggers are designed for swift, powerful strikes. When you have both of these daggers on your person, you have a +1 bonus to attack and damage rolls made with either of them. You can use any of the following properties while wielding at least one of the daggers:

Ambushing Strike. When you make an attack against a surprised creature using either of these daggers, the attack deals an extra 2d6 poison damage

Weapon Recall After you have used your action to throw one of your spiderbite daggers, you can use your bonus action to teleport the dagger back into your free hand.

 

 

Phase-Spider Bow

Martial Ranged Weapon (longbow), Very Rare (requires attunement)

Cost: 2,000gp

Damage: 1d8 piercing

Weight: 5lbs

Properties: Range (150/600ft.),Ammunition, Two-Handed, Heavy

This spider-shaped bow with strong webbed bowstrings was expertly crafted to aid the Spider-Totem of an old arcane Earth. This bow holds within it a maximum of 5 charges. As a bonus action before you make an attack you can decide to invest a number of charges to add one of the following effects to your attack:

Ethereal Jaunt: You can expend 1 charge to magically teleport to the location you can shoot within a 100ft. range. If you attack a creature with this shot, you teleport within 5ft of them.

Poisoned Shot: You can expend 2 charges to imbue your shot with phase-spider venom. Upon a successful hit, the target must make a DC 11 Constitution saving throw, taking an additional 4d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit ponts, and is paralyzed while poisoned in this way.

Arachnid Edge Blade

Weapon (any Simple or Martial melee weapon that deals slashing damage), Rare (requires attunement)

Cost: 1,500 gp

Damage: Additional 1d6 poison damage

Weight: Special

Properties: Special

When you attack a creature with this weapon and roll a 20 on the attack roll, the target becomes petrified in webbing for 1 minute. While petrified in this way, the creature becomes vulnerable to poison damage, or neutral if the creature had an immunity or resistance to it already.

Glaive of the Araneae

Wondrous item, Rare (requires attunement)

Cost: 1,300 gp

Damage: 1d10

Weight: 5lbs

Properties: Heavy, Reach, Two-Handed

This swift glaive is fashioned for quick airborne strikes in the midst of a webslinging frenzy. you have a +1 bonus to attack and damage rolls made with this weapon.

While attacking with this weapon in the air, you gain advantage in any attack roll and ignore the negative effects of reach while using this glaive. On a successful airborne strike, the opponent must make a DC 13 Dexterity saving throw or become knocked prone.

cat warrior

Peter Parker

Earth-13

 

 

cat warrior

Web Smasher

Weapon (any Simple or Martial melee weapon that deals bludgeoning damage), Rare (requires attunement)

Cost: 1,500 gp

Damage: Additional 1d6 force damage

Weight: Special

Properties: Special

This weapon sends shockwaves through webbing of all time. If you choose to instead target a magical or nonmagical web, any creature connected to or touching the web must succeed a DC 14 Dexterity saving throw or take an additional 3d6 force damage and be knocked prone. On a successful save, the target takes half damage and suffers no additional effects.

This weapon deals double damage to structures and items not being worn or carried made from webbing.

Miscellaneous Spider-Gadgets

A good Spider-Totem is prepared for any occasion with their vast expanse of spider-gadgets!

Cellphone

Wondrous item, uncommon

Cost: 100gp

Weight: 1lb

A staple in the hands of every modern citizen, cellphones can be connected to one another by sharing your cellphone’s unique phone number. Your cellphone can store up to 10 phone number at once.

As an action, you can cast the message spell from your cellphone to a cellphone you have the number stored of. If the bearer of the cellphone does not have their cellphone on their person, you know that fact as soon as you use the cellphone and don’t cast the spell.

Cellphones work over an infinite distance while on the same plane, but do not function if the recipiant is in another plane.

Peter Parker’s Belt Camera

Wondrous item, Rare (requires attunement)

Cost: 500gp

Weight: 1lb

A small, hidden camera that sits on a utility belt. You can use a bonus acton to aim the camera at an area within 100ft and take a snapshot of what the camera can see. The camera has darkvision of 100ft, but cannot see through magical darkness.

The snapshot taken can then be displayed as a holographic illusion 5ft in front of you to which it may be reviewed for removal or kept for further use or investigation.

This camera can save up to 10 pictures at a time before previous pictures must be removed.

Cryo Cubes

Wondrous Item, Rare

Cost: 500gp each

Weight: 1lb

Properties: Improvised Weapon, Range (20/60ft.)

These miniature blue cubes hold 1 pint of a cryonic liquid. As an action, you can throw the cryo cube at a point within range. Upon impact, all water within a 10-foot cube is frozen.The water unfreezes in 1 hour.

Creatures within the radius must make a DC 13 Dexterity saving throw or become restrained, while restrained in this way, at the beginning of each of the creature’s turns it takes 2d4 cold damage. A creature restrained can use an action to repeat its Dexterty saving throw, escaping on a successful saving throw.

 

 

If the creature takes fire damage while restrained in this way, it is automatically freed

Ben Reilly’s Spinneret

Wonderous Item, Extra Rare (requires attunement)

Cost: 2,00gp

Weight: 10lbs

Properties: Movement Speed 30ft, Darkvision

This spider-shaped capturing device can be deployed to attempt to capture someone within their range. As an action, you can pick a target within 60ft for the Spinneret to attempt to capture. For the next minute, the Spinneret will use its movement speed at the end of the user’s turn to attempt to reach the location of the target, taking the shortest possible path towards the target.

When the Spinneret is within 5ft of the target, the target must Succeed on a DC 15 Dexterity saving throw or be grappled. While being grappled by the Spinneret, the creature is also incapacitated until the end of their next turn.

If the Spinneret fails to capture its target it will use its movement speed to return in the shortest possible path towards the user.

Cellphone of the Pink Hippo

Wonderous Item (cellphone), Rare (requires attunement)

Cost: 1,000gp

Weight: 1lb

A simple cellphone augmented with a powerful application known as Pink Hippo. This cellphone has 3 charges which allow you to perform the following action:

Dominate Person. You can expend a charge to cast the spell Dominate Person, you can expend an additional charge to cast the spell at 6th-level.

Wristwatch of the Spider Society

Wonderous Item, Artifact (requires attunement)

Cost: 5,000gp

Weight: 1lb

This powerful multiversal technology allows people of the elusive Spider Society to traverse the multiverse. While attuned to the watch, you gain the following benefits:

Multiverse Portal Once per long rest, you are able to cast the 9th level conjuration spell Gate, without the ability to to speak the name of a specific creature on another plane, you are only able to create a Gate from your plane to another.

Spider Society Communication. As an action, you can cast Sending to a creature who also possesses a Wristwatch of the Spider Society.

Anomaly Scan As an action, you can scan a 1 mile radius for anomalies. If any creatures within the radius are not natively from the plane you are on, you know the direction and distance they are from you for the following hour. If a creature you track is out of the scan’s radius, you no longer can track them.

You can use this ability once per long rest.

Multiverse Stability While entering a plane you are not native to, you are immune to anomalous destabilization and glitching.

Daypass of Stability

Wonderous Item, Artifact (requires attunement)

Cost: 3,000gp

Weight: 1lb

This powerful multiversal technology allows guests of the elusive Spider Society to traverse the multiverse without disasterous side-effects such as anomalous destabilization.

While wearing this daypass, you are immune to anomalous destabilization.

cat warrior

Cat Warrior

Kyoung Hwan Kim

 

 

Traversing the Multiverse

“Its called the Arachno-Humanoid Poly Multiverse… which sounds…. stupid too, I guess.”

While traversing the Arachno-Humanoid Poly Multiverse, Spider-Totems can encounter infinite possibilities! From Jurrasic T-Rex filled dimensions to old west cowboy dimensions all the way to Mumbattan and Nueva York, the multiverse is full of potential for new story hooks!

Multiversal Terminology

Each Dimension in the multiverse is referred to either as a particular Plane of Existence, a Dimension or a particular Earth (ex. Earth-616). All three terms refer to places existing within the Arachno-Humanoid Poly Multiverse

Travel through the multiverse can be accomplished in two ways: by casting a BONK! or by using a multiverse portal.

BONK!s: Though only one BONK!s in a Spider-Totem’s Web Weaving list, Plane Shift, innately allow you to traverse the multiverse; other Spider-Totems with access to the BONK! Multiversal Ally can summon you briefly to another dimension in the Arachno-Humanoid Poly Multiverse.

Multiverse Portals: A portal can be generated by a powerful energy source such as a Supercollider or through items such as the Wristwatch of the Spider Society. Portals through the multiverse can be unpredictable, as you never truly know where you’ll end up.

Native Planes

Every Spider-Totem and creature in the Arachno-Humanoid Poly Multiverse has a Native Plane. While within their own Native Plane, creatures are immune to Anomalous Destabilization and Glitching.

Anomalous Destabilization

When a creature enters a dimension that is not their native dimension, they begin to undergo a process known as Anomalous Destabilization.

For every 5 in-game hours in a non-native dimension, a traveling Spider-Totem will gain a level of Anomalous Destabilization

Destabilization Effects
Level Effect
1 Disadvantage on Acrobatics Checks
2 Failed Saving Throws and Checks causes the creature to begin Glitching
3 Disadvantage on Attack Rolls
4 Disadvantage on Saving Throws
5 Hit Point Maximum and Speed Halved
6 Death

New Condition!: Glitching

Glitching creatures are overcome with shaking as their body struggles against the effects of Anomalous Destabilization

  • A glitching creature has disadvantage on Dexterity checks, Dexterity saving throws and attack rolls that use Dexterity
  • A glitching creature can speak only falteringly
  • A glitching creature can’t take bonus actions or reactions.

A bout of Glitching lasts for 1 minute, during which at the end of the Spider-Totem’s turn they can perform a Constitution saving throw to end the condition early.