# Sorcerous Origin

Different sorcerers claim different origins of their magic. Many variations exist, just as many different sorcerers exist

# SPIDER QUEEN 

Your power comes from Lolth, the spider queen.
Perhaps your family was favored by her, or
maybe you commited an act that impressed her. These can be of any race, but are mostly drow or the transformed humanoids known as the Aranea Prædicator and are greatly loved by those who desire power for their venomous prowess and manipulative nature

## Poison Attunement

Starting at first level, when casting spells that deal poison damage, you deal 1d4 extra damage. This increases to 1d6 damage at 5th, 1d8 damage at 11th, and 1d10 damage at 17th. In addition, you can identify poisons in food, drink, and other creatures just by being near them.

## Terrifying Allure

 You have an allure about you that both repels and attracts people to you. You have advantage on both persuasion and intimidation checks.
 
 ## Skittering Swarm
 
 Starting at 6th level, once per day, you can use your action to summon a swarm of spiders, using the stats for the swarm of spiders in the Monster Manual or on the last page of this document. However, instead of dealing piercing damage, they deal poison damage. Once a week, you can summon a phase spider instead. Both the swarm and phase spider are completely loyal to you and follow all of your commands.
 
 ## Drider Form
 
 Starting at 14th level, you gain the ability to cast web. This does not count towards your known spells and is always prepared. When you cast web, you can cast it as normal or you can choose to restrain the enemy in webs. These webs have 
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## Chosen of Lolth

You are the prime champion of Lolth. Starting at 18th level, you can use a bonus action to summon the terrifying visage of the goddess to give you one of the following effects once a day:
Poisonous Spells: All of your spells gain the extra poison damage from poison attunement
Volatile Swarm: When either the swarm of spiders or phase spider dies, it deals 1d8 poison damage
Web Slinger: You can use the cocoon effect of web that comes from drider form when in human form.

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 # Aranea Prædicator
 
 The Aranea Prædicator are the chosen of Lolth who are not drow. They gain special powers from the goddess, and are somewhere between humanoid and spider, yet neither. If you were to look at them, you may think them just above average beautiful, but after an encounter with them, one would never make that mistake again.
 
 ## Aranea Prædicator Traits
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 ***Ability Score Increase***: Your Charisma score is increased by 2 and your Dexterity score is increased by 1.
 
 ***Age***: Aranea Prædicator can live as long as Lolth allows them to, but normally have a comparable lifespan to elves.
 
 ***Alignment***: Aranea Prædicator are almost always evil, taking after their patron, but on the chaotic/lawful scale can vary wildly, due to their patron appreciating both ruthlessness and political intrigue.
 
 ***Size***: Aranea Prædicator retain the size of their previous form, whether that is the tiny size of the pixie, the collosal size of a great wyrm, or the medium size of the human. However, due to them mostly being human, they are mostly medium.
 
 ***Speed***: Aranea Prædicator retain the speed of their previous form
 
 ***Superior Darkvision***: You have darkvision with a radius of 120 feet. You cannot discern colors, only black and grey
 
 ***Venom Sacks***:You can spit venom out of your venom sacks, either as an action to focus on it or a bonus action to spit a random one, rolling a 1d4 to determine which one. You can use each venom once per short rest. Use your spell DC (Using Charisma as your spellcasting ability if you do not have a spellcaster class) for any checks. Your venoms have the following effects
1. Neurotoxin: You can spit up a venom to make your enemies seize up and lose control of muscles. They must make an intelligence saving throw vs. your spell DC. On a failed save, they have disadvantage on dexterity saving throws and attack rolls
2. Psycho-stimulant: When you spit this, it has the same effects as the Crown of Madness spell
3. Flesh Decomposer: You can spit this venom to do make a spell attack roll. On a hit, you deal 1d6 acid damage increasing by 1d6 at 5th, 11th, and 17th
4. Blinding Venom: When this venom is spat onto an enemy, they make a constitution saving throw. On a failed save, they are blinded for 1d12 rounds. On a successful save, they have disadvantage on attack rolls and ability checks for 1 round

***Spider Form***: Starting at 3rd level, once a day, you can transform into a giant spider. You keep your charisma, intelligence, and wisdom scores. You use the stats for the Giant Wolf Spider, detailed on the last page of this document.
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You can use your venom sacks and maintain concentration spells while in this form, but you cannot cast new spells. 

***Poison Immunity***: You are immune to poison damage and the poisoned condition

***Fire Vulnerability***: You have vulnerability to fire damage

<div class='descriptive'>
##### But wait Prylore, this looks like a subrace or template! Why is it being put as its own class?
You are an observant reader! I would've made it a subrace or template, but the player I'm making if for very much would have rather had it as its own class. The way I'm doing it in lore is a bit like the platinum dragonborn in 3.5. For those who don't remember, those devout to Bahamut would die and come back as a dragonborn. They, however, maintained their former size, languages, class, level, etc.
</div>\page

# Transformation and Summoning Monster Stats

___
> ## Drider
>*Large Monstrosity, Transformers Alignment*
> ___
> - **Armor Class** 19 (natural armor)
> - **Hit Points** 123(13d10 + 52)
> - **Speed** 30 ft., climb30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16(+3)|16 (+3)|18 (+4)|CS|CS|CS|
>___
> 
> - **Senses** Darkvision 120 feet, Passive Perception CS
> - **Languages** Transformers Languages
> ___
>***Fey Ancestry***: The Drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep
>
***Innate Spellcasting***: The Driders innate spellcasting ability for these spells is charisma. The drider can innately cast the following spells without the need for material components.:
>
>At Will: *Dancing Lights*
>
>1/day each: *Darkness*, *Faerie Fire*, *Web*
>
>***Spider Climb***: The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
>
>***Web Walker***: The drider can ignore movement restrictions caused by webbing
> ___

> ### Actions
> ***Bite*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 2 (1d4) 
piercing damage plus 9 (2d8) poison damage.

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___
> ## Giant Wolf Spider
>*Medium Beast, Transformers Alignment*
> ___
> - **Armor Class** 13
> - **Hit Points** 11(2d8 + 2)
> - **Speed** 40 ft.climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|16 (+3)|13 (+1)|CS|CS|CS|
>___
> - **Senses** Blindsight 10 ft, Darkvision 60 ft, passive Perception CS
> - **Languages** Understands Transformers Languages
> ___
> ***Spider Climb *** The spider can climb difficult surfaces, including upside down on ceiling, without making an ability check
>
> ***Web Sense***: While in contact with webbing, the spider knows the exact location of any creature in contact with the same webbing.
>
> ***Web Walker***: The spider can ignore movement restrictions caused by webbing
> ### Actions
> ***Bite*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 4 (1d6 + 1) and the target must make a constitution saving throw against your spellcasting DC or 11, whichever is higher, taking 7 (2d6) poison damage on a failed save, or half as much damage. 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 this way\page

___
> ## Phase Spider
>*Large Monstrosity, Unaligned*
> ___
> - **Armor Class** 18
> - **Hit Points** 32(5d10 + 5)
> - **Speed** 30ft., climb 30 ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|15 (+2)|12 (+1)|6 (-2)|10 (+0)|6 (-2)|
>___
> - **Skills** Stealth +6
> - **Senses** Darkvision 60 ft.,passive Perception 10
> - **Languages** None
> - **Challenge** 3 (700 XP)
> ___
> ***Ethereal Jaunt *** As a bonus action, the spider can magically shift from the material plane to the etherial plane, or vice versa.
>
> ***Spider Climb *** The spider can climb difficult surfaces, including upside down on ceiling, without making an ability check
>
> ***Web Walker***: The spider can ignore movement restrictions caused by webbing
> ### Actions
> ***Bite*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 1) and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage. 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 this way 

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___
> ## Swarm of Spiders
>*Medium swarn of tiny beasts, unaligned*
> ___
> - **Armor Class** 12 (natural armor)
> - **Hit Points** 22(5d8)
> - **Speed** 20ft., climb 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|3 (-4)|13 (+1)|10 (+0)|1 (-5)|7 (-2)|1 (-5)|
>___
>
> - **Damage Resistances** Bludgeoning, piercing, bludgeoning
> - **Condition Immunities** charmed, frightened, paralyzed, petrified, prone, restrained, stunned
> - **Senses** blindsight 10 ft., passive Perception 8
> - **Languages** None
> - **Challenge** 1/2 (100 XP)
> ___
> ***Spider Climb *** The spider can climb difficult surfaces, including upside down on ceiling, without making an ability check
>
> ***Web Sense***: While in contact with webbing, the spider knows the exact location of any creature in contact with the same webbing.
>
> ***Web Walker***: The spider can ignore movement restrictions caused by webbing
>
>**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.
> ### Actions
> ***Bites***: *Melee Weapon Attack:* +3 to hit, reach 0ft., one target in the swarms space. *Hit* 10 (4d4) poison damage, or 5 (2d3) poison damage if the swarm has half of its hit points or lower