The Thread That Should Not Be
  1. Objects

The Thread That Should Not Be

Cursed Wondrous Item (requires attunement)
Appearance:A spindle of endlessly unwinding black silk, shimmering like a spider’s web in moonlight. The thread feels cold, faintly sticky, and thrums when lies are spoken nearby. The silk never tangles, as if guided by unseen hands


🌑 Passive Effect – Web of Lies

While attuned, you can always sense when a creature within 30 feet tells a deliberate lie.

  • The silk vibrates subtly when a lie is spoken.
  • You do not learn the truth—only that a lie was told.

✴️ Activated Power – Follow the Thread

Once per long rest, you may tie a thread around an item, message, or person, whispering a question tied to deceit or motive.

After 10 minutes of focus, the thread reveals a symbolic vision that leads you one step closer to

  • The source of a lie
  • A betrayer’s hidden motive
  • Or a broken oath’s true origin


Drawback:

  • When using this ability, your eyes turn crimson and spider-like for 1 minute.
  • You gain disadvantage on Charisma checks during this time unless interacting with a servant of Lolth.

🕷️ Curse – Touch of the Spider Queen

Each time you activate Follow the Thread, roll a DC 15 Wisdom saving throw.

On a failure, you suffer a creeping mutation:

  • 1st failure – Fine black hairs grow on your hands and back. You gain Spider Climb at will.
  • 2nd failure – Your pupils split into eight slits. You gain advantage on Perception checks.
  • 3rd failure – Your voice trembles like clicking mandibles. You gain advantage on Intimidation checks.
  • 4th failure – Your body hair falls away, and your shadow becomes visibly arachnid.
    • You now emit a faint unnatural aura. Creatures within 10 feet of you have disadvantage on saving throws against fear effects.
  • 5th failure – You crave silence, darkness, and isolation.
    • While alone in dim light or darkness, you gain resistance to psychic damage, and your spells and abilities ignore resistance to poison and necrotic damage.
  • 6th failure – You transform into a sentient Drider, retaining your mind but warped by Lolth.
    • Your size becomes Large. You gain 30 ft climbing speed, 60 ft darkvision, and Web Walker. Your creature type becomes Monstrosity. Lolth can now speak to you in dreams and send compulsions at the DM’s discretion.



If the player fails a DC 15 Wisdom saving throw after 24 hours, the transformation for each stage becomes permanent. Only a Wish spell or divine intervention can reverse it.

Each failed save also reduces your maximum HP by 1d4 until your next long rest.

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