Arachnid Monarch Class 1.2

A Mod for Baldur's Gate 3
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Latest Patch Notice: The latest update removes the Arachnid Race entirely due to persistent character-model/invisibility issues reported by some users. The Arachnid Monarch class and subclasses remain fully intact.

If your current save was using the Arachnid Race, updating mid-playthrough may cause character appearance issues, missing racial passives, invalid race references, or other save instability. Starting a new playthrough after updating is recommended for anyone previously using the race.
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Arachnid Monarch Class

Adds the Arachnid Monarch class: a spider-themed spellcaster and shapeshifter with five distinct subclasses, specialised Matriarch forms, and themed starting equipment.

Choose your subclass at Level 1:
  • Phase Monarch: teleportation, evasive movement, and phase-spider abilities.
  • Brood Monarch: spider summons, brood support, and increased durability.
  • Venom Monarch: poison, acid, and debilitating attacks.
  • Silk Monarch: webs, restraints, and battlefield control.
  • Fang Monarch: aggressive melee attacks, pursuit, and critical-hit bonuses.
This is now a class-only mod. It no longer adds a playable Arachnid race or any of that race's exclusive abilities. The class's own Spider Walk, Spider Fall Resistance, spider abilities, and Matriarch transformations remain available.

The class and all five subclasses include progression through Level 40. A compatible level-cap mod is required to progress beyond Level 12. Level requirements below refer to your Arachnid Monarch class level.
Class Basics
  • Primary Ability: Dexterity
  • Spellcasting Ability: Wisdom
  • Saving Throw Proficiencies: Dexterity and Wisdom
  • Armour Proficiencies: Light Armour, Medium Armour, and Shields
  • Weapon Proficiencies: Simple Weapons, Shortswords, and Shortbows
  • Skills: Choose 2
  • Level 1 Hit Points: 8 + Constitution Modifier
  • Hit Points per Additional Level: 5 + Constitution Modifier
Arachnid Monarch follows full-caster Spell Slot progression, with Spell Slots up to 6th Level. Depending on your subclass and level, spells are either granted as Always Prepared or chosen during level-up. The spell sections below distinguish between the two.

Arachnid Monarch Progression

Level 1
Predator's Senses
  • 24m Darkvision.
  • Immunity to Surprised.
Spider Sovereignty
A 6m aura that can bring eligible hostile spiders of Level 5 or lower under your influence. They make a Wisdom Saving Throw against your Spell Save DC when entering the aura and again at the start of their turns while inside it. On a failed save, they become allied through the Spider Bound effect, which has no fixed turn duration. Already-bound spiders are excluded from further checks.
Monarch's Bite
  • Action.
  • 1d6 + Unarmed Melee Ability Modifier Piercing damage, plus 1d4 Poison damage.
Monarch's Web
  • Bonus Action; recharges on Short Rest.
  • Range: 18m.
  • Immediately creates a 7m Web Surface lasting 10 turns.
Also grants Attack of Opportunity, Spider Walk, and Spider Fall Resistance.
Levels 2–12
  • Level 2 — Chitinous Carapace: +1 Armour Class.
  • Level 2 — Monarch's Venom: Action; deals 2d4 Poison damage.
  • Level 3 — Venom Tolerance: Resistance to Poison damage and Advantage on Constitution Saving Throws.
  • Level 3 — Monarch's Jaunt: Bonus Action; teleport up to 9m; recharges on Short Rest.
  • Level 4 — Skittering Advance: +1.5m Movement Speed and immunity to Web and web-related difficult terrain.
  • Level 4 — Predator's Leap: Bonus Action; 12m range; once per turn.
  • Level 5 — Extra Attack: Gain an additional attack when taking the Attack Action.
  • Level 7 — Venom Guard: Resistance to Acid damage and immunity to Poisoned.
  • Level 9 — Royal Reflexes: +2 Initiative and Advantage on Dexterity Saving Throws.
  • Level 10 — Sovereign Will: Advantage on Wisdom Saving Throws and immunity to Frightened.
  • Level 11 — Adaptive Carapace: +1 Armour Class and +1 to Saving Throws.
  • Level 12 — Queen's Hide: Resistance to Piercing damage and +10 Maximum Hit Points.
Levels 13–40
  • Level 13 — Resilient Body: +10 Maximum Hit Points.
  • Level 15 — Spell-Hardened Hide: Advantage on Saving Throws against spells.
  • Level 17 — Hunter's Stride: +1.5m Movement Speed and +1 Initiative.
  • Level 19 — Royal Carapace: +1 Armour Class and Resistance to Acid damage.
  • Level 20 — Improved Extra Attack: Three attacks when taking the Attack Action.
  • Level 20 — Apex Body: +15 Maximum Hit Points, +1.5m Movement Speed, and immunity to Prone.
  • Level 22 — Royal Senses: +2 Initiative and Advantage on Perception Checks.
  • Level 26 — Imperious Will: +1 to Saving Throws and immunity to Frightened.
  • Level 30 — Ancient Monarch: +1 Armour Class, +1 to Saving Throws, and +15 Maximum Hit Points.
  • Level 32 — Deep Vitality: +15 Maximum Hit Points and immunity to Prone.
  • Level 36 — Unyielding Carapace: +1 Armour Class and +1 to Saving Throws.
  • Level 40 — Eternal Monarch: +2 Armour Class, +2 to Saving Throws, and +20 Maximum Hit Points.
Feats are available at Levels 4, 8, 12, 16, 20, 24, 28, 32, 36, and 40.
Matriarch Forms
Each subclass grants its own Matriarch transformation at Level 1. These are class abilities and do not require the removed Arachnid race.
While transformed:
  • Gain 24m Darkvision.
  • Gain immunity to Web effects and web-related difficult terrain.
  • Falling damage is reduced by 50%.
  • Normal spellcasting is disabled; use the abilities available to your form.
  • Use Return Humanoid to end the transformation and return to your normal form.
At Level 3, Venom Tolerance also grants the form immunity to Poisoned. At Level 4, Skittering Advance adds +1.5m Movement Speed to the form.
The former Arachnid racial movement bonus is no longer included.
Phase Monarch
Spells
  • Level 1 — Always Prepared: Minor Illusion, True Strike, Fog Cloud, Longstrider, and Feather Fall.
  • Level 3 — Choose 1: Misty Step, Mirror Image, Blur, or See Invisibility.
  • Level 4: Mage Hand becomes Always Prepared. Choose one additional spell from the Level 2 Phase list above.
  • Level 5 — Choose 1: Blink, Haste, Slow, or Counterspell.
  • Level 6: Choose one additional spell from the Level 3 Phase list above.
  • Level 7 — Always Prepared: Dimension Door and Confusion.
  • Level 9 — Always Prepared: Seeming and Telekinesis.
  • Level 11 — Choose 1: Arcane Gate, True Seeing, Disintegrate, or Globe of Invulnerability.
  • Level 12: Choose one additional spell from the Level 6 Phase list above.
Passives
  • Level 2 — Phase Reflex: +1 Initiative and Advantage on Dexterity Saving Throws.
  • Level 4 — Phase Ward: +1 Armour Class.
  • Level 6 — Phase Mastery: +1.5m Movement Speed and +1 to Dexterity Saving Throws.
  • Level 8 — Ethereal Evasion: Advantage on Dexterity Saving Throws and immunity to Prone.
  • Level 10 — Phase Predator: +2 Initiative and +1.5m Movement Speed.
  • Level 12 — Phase Sovereign: +1 to Saving Throws and Resistance to Force damage.
  • Level 14 — Veilskin: Resistance to Force damage.
  • Level 18 — Folded Step: +1.5m Movement Speed and +2 Initiative.
  • Level 24 — Veil Ward: +1 Armour Class.
  • Level 28 — Quickened Phase: Advantage on Dexterity Saving Throws and immunity to Prone.
  • Level 34 — Unbound: Advantage on Saving Throws against spells.
  • Level 38 — Royal Veil: +1 to Saving Throws and +10 Maximum Hit Points.
  • Level 40 — Eternal Matriarch: +1 Armour Class, +1.5m Movement Speed, and +1 to Saving Throws.
Matriarch Actions
  • Level 1 — Ethereal Jaunt: Bonus Action; once per turn.
  • Level 1 — Phase Web: Bonus Action; recharges on Short Rest. Creates a 4.5m Web Surface for 6 turns.
  • Level 3 — Phase Toxic Spit: Action. Deals 2d6 Poison damage; a failed Constitution Saving Throw inflicts Poisoned for 2 turns.
  • Level 5 — Spider Infestation: Action; recharges on Short Rest; 18m range. Creates a 3m Poison Surface for 4 turns and summons two Spiderlings for 5 turns.
  • Level 7 — Matriarch Bite: Action. Deals 1d8 + Unarmed Melee Ability Modifier Piercing damage and 2d6 Poison damage; a failed Constitution Saving Throw inflicts Poisoned for 2 turns.
  • Level 9 — Call Phase Spider: Action; recharges on Long Rest; 18m range. Summons a Phase Spider for 5 turns.
  • Level 11 — Matriarch Toxic Spit: Action; recharges on Short Rest. Deals 4d6 Poison damage; a failed Constitution Saving Throw inflicts Poisoned for 3 turns.
  • Level 16 — Call Spiderlings: Action; recharges on Short Rest; 18m range. Summons one Phase Spider and two Hatchlings for 5 turns.
  • Level 20 — Perfect Ethereal Jaunt: 18m range; no Action or Bonus Action cost; once per turn.
  • Level 30 — Phase Dominion: Action; recharges on Long Rest; 24m range and a 5m area. Deals 6d6 Poison damage; a failed Constitution Saving Throw inflicts Poisoned for 4 turns. Creates a 4m Poison Surface for 5 turns.
Brood Monarch
Spells
  • Level 1 — Always Prepared: Guidance and Resistance.
  • Level 1 — Choose 2: Find Familiar, Animal Friendship, Speak with Animals, or Goodberry.
  • Level 2: Choose one additional spell from the Level 1 Brood list above.
  • Level 3 — Choose 1: Enhance Ability, Aid, or Lesser Restoration.
  • Level 4: Choose one additional spell from the Level 2 Brood list above.
  • Level 5 — Always Prepared: Raise Brood.
  • Level 7 — Always Prepared: Conjure Woodland Being and Conjure Minor Elemental.
  • Level 9 — Always Prepared: Conjure Elemental.
  • Level 11 — Always Prepared: Heroes' Feast.
Passives
  • Level 2 — Broodkeeper: +5 Maximum Hit Points and Advantage on Animal Handling Checks.
  • Level 4 — Distributed Mind: Immunity to Surprised and Advantage on Perception Checks.
  • Level 6 — Brood Commander: +5 Maximum Hit Points and +1 to Saving Throws.
  • Level 8 — Nestkeeper: +1 Armour Class and immunity to Frightened.
  • Level 10 — Brood Sovereign: +10 Maximum Hit Points and +1 Initiative.
  • Level 12 — Brood Queen: +10 Maximum Hit Points and immunity to Surprised.
  • Level 14 — Living Nursery: +10 Maximum Hit Points.
  • Level 18 — Hive Mind: Advantage on Perception Checks and Wisdom Saving Throws.
  • Level 24 — Brood Bulwark: +1 Armour Class.
  • Level 28 — Matriarchal Will: Immunity to Frightened and +1 to Saving Throws.
  • Level 34 — Deep Nest: +15 Maximum Hit Points and Resistance to Poison damage.
  • Level 38 — Royal Guard: +1 Armour Class and immunity to Surprised.
  • Level 40 — Eternal Brood: +20 Maximum Hit Points, +2 Initiative, and +1 to Saving Throws.
Matriarch Actions
  • Level 1 — Hatch Spiderlings: Action; recharges on Short Rest; 18m range. Summons two Spiderlings for 5 turns.
  • Level 1 — Hurl Hatchling: Bonus Action; recharges on Short Rest; 12m range. Targets an enemy, deals 1d4 Piercing damage, and summons a Hatchling beside the target for 3 turns.
  • Level 3 — Brood Infestation: Action; recharges on Short Rest; 18m range. Summons three Spiderlings for 5 turns.
  • Level 5 — Call Giant Spider: Action; recharges on Long Rest; 18m range. Summons a Giant Spider for 5 turns.
  • Level 5 — Raise Brood: Action; recharges on Long Rest; 9m range. Consumes an eligible Small or Medium corpse to create a Giant Undead Spider that lasts until Long Rest. Also granted as an Always Prepared subclass spell.
  • Level 7 — Bursting Brood: Action; recharges on Short Rest; 18m range. Creates a 4m Web Surface for 5 turns and summons three Spiderlings for 5 turns.
  • Level 9 — Call Phase Spider: Action; recharges on Long Rest; 18m range. Summons a Phase Spider for 5 turns.
  • Level 11 — Royal Brood: Action; recharges on Long Rest; 18m range. Summons one Phase Spider and three Spiderlings for 5 turns.
  • Level 16 — Twin Phase Brood: Action; recharges on Long Rest; 18m range. Summons two Phase Spiders for 5 turns.
  • Level 20 — Endless Brood: Action; recharges on Short Rest; 18m range. Summons five Spiderlings for 8 turns.
  • Level 30 — Grand Royal Brood: Action; recharges on Long Rest; 18m range. Summons two Phase Spiders and four Spiderlings for 8 turns.
  • Level 40 — Apex Brood: Action; recharges on Long Rest; 18m range. Summons two Phase Spiders and six Spiderlings for 8 turns.
Venom Monarch
Spells
All listed Venom Monarch subclass spells are Always Prepared.
  • Level 1: Acid Splash, Poison Spray, Ray of Sickness, and Chromatic Orb: Acid.
  • Level 3: Melf's Acid Arrow and Protection from Poison.
  • Level 5: Stinking Cloud and Glyph of Warding: Acid.
  • Level 7: Blight.
  • Level 9: Cloudkill and Contagion.
  • Level 11: Harm.
Passives
  • Level 2 — Venom Glands: Resistance to Poison damage and Advantage on Constitution Saving Throws.
  • Level 4 — Corrosive Fangs: Attacks deal +1 Acid damage.
  • Level 6 — Venom Adaptation: Immunity to Poison damage and Poisoned.
  • Level 8 — Virulent Constitution: +1 to Saving Throws and +5 Maximum Hit Points.
  • Level 10 — Venom Mastery: Attacks deal an additional 1d4 Poison damage.
  • Level 12 — Sovereign Glands: Resistance to Acid damage and +1 to Saving Throws.
  • Level 14 — Corrosive Blood: Resistance to Acid damage.
  • Level 18 — Deep Glands: Attacks deal an additional 1d4 Poison damage.
  • Level 24 — Acid Mantle: +1 Armour Class and immunity to Poisoned.
  • Level 28 — Potent Blood: +1 to Constitution Saving Throws and +10 Maximum Hit Points.
  • Level 34 — Deathless Toxin: Immunity to Poison damage.
  • Level 38 — Perfect Toxin: Attacks deal +1 Acid damage; +1 to Saving Throws.
  • Level 40 — Eternal Venom: +1 Armour Class, +15 Maximum Hit Points, and Resistance to Acid damage.
Matriarch Actions
  • Level 1 — Venom Spit: Action. Deals 2d6 Poison damage; a failed Constitution Saving Throw inflicts Poisoned for 2 turns. Creates a 1m Poison Surface for 1 turn.
  • Level 1 — Venomous Bite: Action. Deals 1d8 + Unarmed Melee Ability Modifier Piercing damage and 1d6 Poison damage; a failed Constitution Saving Throw inflicts Poisoned for 2 turns.
  • Level 3 — Virulent Spit: Action. Deals 3d6 Acid damage; a failed Dexterity Saving Throw inflicts Acidified for 2 turns. Creates a 2m Acid Surface for 4 turns.
  • Level 5 — Toxic Pool: Action; recharges on Short Rest. Deals 2d6 Poison damage; a failed Constitution Saving Throw inflicts Poisoned for 3 turns. Creates a 3.5m Poison Surface for 5 turns.
  • Level 7 — Neurotoxic Bite: Action. Deals 1d10 + Unarmed Melee Ability Modifier Piercing damage and 2d6 Poison damage; a failed Constitution Saving Throw inflicts Slowed for 2 turns.
  • Level 9 — Paralytic Venom: Action; recharges on Long Rest. Deals 2d8 + Unarmed Melee Ability Modifier Piercing damage and 3d6 Poison damage. Failed Constitution Saving Throws can inflict Paralysed for 1 turn and Poisoned for 4 turns.
  • Level 11 — Queen's Venom: Action; recharges on Short Rest. Deals 4d6 Poison damage; a failed Constitution Saving Throw inflicts Poisoned for 3 turns. Creates a 2m Poison Surface for 4 turns.
  • Level 16 — Sovereign Venom: Action; recharges on Short Rest. Deals 5d6 Poison damage; a failed Constitution Saving Throw inflicts Poisoned for 4 turns. Creates a 3m Poison Surface for 5 turns.
  • Level 20 — Royal Venom: Action; recharges on Short Rest. Deals 6d6 Poison damage; a failed Constitution Saving Throw inflicts Poisoned for 5 turns. Creates a 4m Poison Surface for 5 turns.
  • Level 30 — Monarch's Plague: Action; recharges on Long Rest. Deals 8d6 Poison damage; a failed Constitution Saving Throw inflicts Poisoned for 5 turns. Creates a 5m Poison Surface for 6 turns.
Silk Monarch
Spells
  • Level 1 — Always Prepared: Thorn Whip, Blade Ward, Entangle, and Ensnaring Strike: Ranged.
  • Level 3 — Choose 1: Web, Hold Person, or Silence.
  • Level 4: Choose one additional spell from the Level 2 Silk list above.
  • Level 5 — Always Prepared: Hypnotic Pattern and Plant Growth.
  • Level 7 — Always Prepared: Evard's Black Tentacles and Grasping Vine.
  • Level 9 — Always Prepared: Hold Monster and Insect Plague.
  • Level 11 — Always Prepared: Flesh to Stone and Wall of Thorns.
Passives
  • Level 2 — Silken Step: +1.5m Movement Speed and immunity to Web and web-related difficult terrain.
  • Level 4 — Silken Guard: +1 Armour Class.
  • Level 6 — Tremorsense: Advantage on Perception Checks and immunity to Surprised.
  • Level 8 — Silken Evasion: Advantage on Dexterity Saving Throws and +1.5m Movement Speed.
  • Level 10 — Barbed Silk: Attacks deal an additional 1d4 Piercing damage.
  • Level 12 — Web Architect: +1 Armour Class and +1 to Saving Throws.
  • Level 14 — Steel Thread: Resistance to Piercing damage.
  • Level 18 — Greater Websense: Advantage on Perception Checks and immunity to Surprised.
  • Level 24 — Silken Shroud: +1 Armour Class and Advantage on Stealth Checks.
  • Level 28 — Tireless Spinner: +1.5m Movement Speed and +1 to Dexterity Saving Throws.
  • Level 34 — Iron Loom: +1 Armour Class and +10 Maximum Hit Points.
  • Level 38 — Grand Architect: +1 to Saving Throws and immunity to Frightened.
  • Level 40 — Eternal Web: +1 Armour Class, +1 to Saving Throws, and +1.5m Movement Speed.
Matriarch Actions
  • Level 1 — Silk Web: Bonus Action; recharges on Short Rest; 18m range. Creates a 4m Web Surface for 6 turns.
  • Level 1 — Silken Bind: Action; 12m range. A failed Dexterity Saving Throw inflicts Webbed for 2 turns.
  • Level 3 — Wide Web: Action; recharges on Short Rest; 18m range. Creates a 5m Web Surface for 8 turns.
  • Level 5 — Web Burst: Action; recharges on Short Rest; 18m range. Creates a 7m Web Surface for 8 turns.
  • Level 7 — Cocoon: Action; recharges on Short Rest; 12m range. A failed Dexterity Saving Throw inflicts Webbed for 3 turns.
  • Level 9 — Silken Prison: Action; recharges on Short Rest; 12m range. A failed Dexterity Saving Throw inflicts Webbed for 4 turns and Silenced for 2 turns.
  • Level 11 — Monarch's Web: Bonus Action; recharges on Short Rest; 18m range. Immediately creates a 7m Web Surface for 10 turns. This is the form's access to the class ability, which the humanoid class receives at Level 1.
  • Level 16 — Web Dominion: Action; recharges on Short Rest; 18m range. Creates an 8m Web Surface for 10 turns.
  • Level 20 — Royal Cocoon: Action; recharges on Long Rest; 12m range. A failed Dexterity Saving Throw inflicts Webbed for 4 turns.
  • Level 30 — Worldweb: Action; recharges on Long Rest; 18m range. Creates a 10m Web Surface for 12 turns.
Fang Monarch
Spells
  • Level 1 — Always Prepared: Bone Chill, Thaumaturgy, Hunter's Mark, and Enhance Leap.
  • Level 3 — Choose 1: Darkness, Pass Without Trace, or Blindness.
  • Level 4: Choose one additional spell from the Level 2 Fang list above.
  • Level 5 — Always Prepared: Fear and Vampiric Touch.
  • Level 7 — Always Prepared: Greater Invisibility and Phantasmal Killer.
  • Level 9 — Always Prepared: Dominate Person and Bestow Curse.
  • Level 11 — Always Prepared: Eyebite.
Passives
  • Level 2 — Fang Stalker: Advantage on Stealth Checks and +1 Initiative.
  • Level 4 — Predatory Savagery: Attacks deal +1 Piercing damage.
  • Level 5 — Rending Fangs: Attacks deal an additional 1d4 Piercing damage.
  • Level 6 — Relentless Hunter: Advantage on Perception Checks and immunity to Surprised.
  • Level 8 — Apex Pursuit: +2 Initiative and +1.5m Movement Speed.
  • Level 10 — Queen's Hunger: +10 Maximum Hit Points and +1 to Saving Throws.
  • Level 12 — Fang Sovereign: +1 Armour Class and +1 to Saving Throws.
  • Level 14 — Blood Scent: Advantage on Perception Checks and +2 Initiative.
  • Level 16 — Executioner's Instinct: Critical Hit threshold reduced by 1.
  • Level 18 — Deep Wound: Attacks deal an additional 1d4 Piercing damage.
  • Level 24 — Night Hunter: Advantage on Stealth Checks and immunity to Surprised.
  • Level 28 — Relentless Pursuit: +1.5m Movement Speed and immunity to Prone.
  • Level 34 — Death Stalker: Critical Hit threshold reduced by 1.
  • Level 38 — Perfect Hunt: +1 to Saving Throws and +10 Maximum Hit Points.
  • Level 40 — Eternal Hunt: +1 Armour Class, +1.5m Movement Speed, and +2 Initiative.
Matriarch Actions
  • Level 1 — Predator Bite: Action. Deals 1d8 + Unarmed Melee Ability Modifier Piercing damage and 1d4 Poison damage; a failed Constitution Saving Throw inflicts Poisoned for 2 turns.
  • Level 1 — Predator Pounce: Bonus Action; 18m range; once per turn.
  • Level 3 — Brutal Bite: Action. Deals 1d10 + Unarmed Melee Ability Modifier Piercing damage and 1d4 Poison damage; a failed Constitution Saving Throw inflicts Slowed for 1 turn.
  • Level 5 — Rending Bite: Action. Deals 2d6 + Unarmed Melee Ability Modifier Piercing damage; a failed Constitution Saving Throw inflicts Bleeding for 2 turns.
  • Level 7 — Queen Fang: Action. Deals 2d8 + Unarmed Melee Ability Modifier Piercing damage and 2d6 Poison damage; a failed Constitution Saving Throw inflicts Poisoned for 3 turns.
  • Level 9 — Predator Jaunt: Bonus Action; 15m range; once per turn.
  • Level 11 — Devouring Bite: Action; recharges on Short Rest. Deals 3d8 + Unarmed Melee Ability Modifier Piercing damage and heals for half the damage dealt.
  • Level 20 — Royal Fang: Action; recharges on Short Rest. Deals 4d8 + Unarmed Melee Ability Modifier Piercing damage and 3d6 Poison damage; a failed Constitution Saving Throw inflicts Poisoned for 4 turns.
  • Level 30 — Apex Rend: Action; recharges on Long Rest. Deals 4d8 + Unarmed Melee Ability Modifier Piercing damage and 4d6 Poison damage; a failed Constitution Saving Throw inflicts Poisoned for 5 turns.
Starting Equipment

Starting as an Arachnid Monarch grants a Shortsword, Shortbow, two Potions of Healing, Scroll of Revivify, Keychain, Alchemy Pouch, and Camp Supply Sack, together with themed body armour, gloves, and boots.

The body armour uses Light Armour stats despite its plated appearance. The base class has the Nightweb set; each subclass has its own assigned starting set.

Nightweb — Base Class
  • Nightweb Half-Plate: +1 Initiative.
  • Nightweb Grips: +1 to Attack Rolls.
  • Nightweb Treads: +1.5m Movement Speed.
Veilspinner — Phase Monarch
  • Veilspinner Carapace: +1 Initiative.
  • Veilspinner Grips: +1 to Dexterity Saving Throws.
  • Veilspinner Treads: +1.5m Movement Speed.
Broodwarden — Brood Monarch
  • Broodwarden Carapace: +2 Maximum Hit Points.
  • Broodwarden Clutches: Advantage on Animal Handling Checks.
  • Broodwarden Striders: +1.5m Movement Speed.
Venomheart — Venom Monarch
  • Venomheart Carapace: Resistance to Poison damage.
  • Venomheart Gauntlets: Attacks deal +1 Poison damage.
  • Venomheart Treads: Immunity to Poisoned.
Gossamer Sovereign — Silk Monarch
  • Gossamer Sovereign Carapace: +1 Armour Class.
  • Gossamer Sovereign Gloves: +1 to Dexterity Saving Throws.
  • Gossamer Sovereign Boots: Immunity to Web and web-related difficult terrain.
Nightfang — Fang Monarch
  • Nightfang Carapace: +1 Initiative.
  • Nightfang Talons: Attacks deal +1 Piercing damage.
  • Nightfang Stalkers: +1.5m Movement Speed.
Compatibility and Levels 13–40
BG3 normally caps characters at Level 12. This mod includes additional class and subclass progression through Level 40, but does not raise the game's level cap by itself. Use a compatible level-cap mod to access those levels.
For existing saves using the removed Arachnid race, keep a backup and remain on the previous version if you want to continue that character. This update does not convert Arachnid-race characters into another race.
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