TEXT:  
  Divine Domain 
  In a pantheon, every deity has influence over 
  different aspects of mortal life and civilization, called 
  a deity’s domain. All the domains over which a deity 
  has influence are called the deity’s portfolio. For example, 
  the portfolio of the Greek god Apollo includes the domains 
  of Knowledge, Life, and Light. As a cleric, you choose one 
  aspect of your deity’s portfolio to emphasize, and you are 
  granted powers related to that domain. Your choice might 
  correspond to a particular sect dedicated to your deity. 
  Apollo, for example, could be worshiped in one region as 
  Phoebus (“radiant”) Apollo, emphasizing his influence over 
  the Light domain, and in a different place as Apollo 
  Acesius (“healing”), emphasizing his association with the 
  Life domain. Alternatively, your choice of domain could 
  simply be a matter of personal preference, the aspect of the 
  deity that appeals to you most. 
       Each domain’s description gives examples of deities 
  who have influence over that domain. Gods are included 
  from the worlds of the Forgotten Realms, Greyhawk, 
  Dragonlance, and Eberron campaign settings, as well as 
  from the Celtic, Greek, Norse, and Egyptian pantheons of 
  antiquity. 
  Spider Domain 
  The Spider Domain is under the exclusive purview of a 
  single deity: The Spider Queen, Lolth, a capricious goddess 
  that delights in torment, subterfuge, and dominating the 
  weak. She is especially revered by the drow, but sinister 
  creatures of every type make offerings to her, including 
  petitioners who worship in secret on the surface. 
  Customarily, Lolth only bestows clerical powers upon 
  female priests, but there are always rare exceptions when it 
  serves the Spider Queen's schemes.  
       The spider domain deals in secrets, subterfuge, 
  assassination, and wanton cruelty. Clerics that make this 
  domain their own are rarely anything other than evil. 
  Spider Domain Spells 
  Cleric Level 
  Spells 
  1st 
  charm person, disguise self 
  3rd 
  spider climb, web 
  5th 
  fear, vampiric touch 
  7th 
  dominate beast, giant insect 
  9th 
  dispel evil and good, dominate person 
  Bonus Proficiencies 
  When you choose this domain at 1st level, you gain 
  proficiency with the Stealth skill, whips, and poisoner’s 
  kits. 
   
  Web Walker 
  Also at 1st level, you gain a climbing speed equal to your 
  movement speed. Additionally, you ignore movement 
  restrictions caused by webbing and you are immune to the 
  effects of the web spell. 
  Channel Divinity: Venom 
  Starting at 2nd level, as a bonus action, you can use your 
  Channel Divinity to coat a melee weapon you are holding 
  with a paralytic poison. The next time you hit a creature 
  with a melee weapon attack within the next minute, it must 
  succeed on a Constitution saving throw. A creature that is 
  immune to being poisoned automatically succeeds this 
  saving throw. On a failed save, the creature takes poison 
  damage equal to your cleric level and becomes paralyzed 
  for 1 minute. On a successful one, it takes half as much 
  damage and is not paralyzed. A creature paralyzed by this 
  ability can repeat the saving throw at the end of each of its 
  turns, ending the effect on a successful save. 
  Blessing of the Spider Queen 
  Starting at 6th level, you have a divine connection to 
  spiders of all types. Any spider that can see you is 
  considered charmed by you, and can communicate with 
  you as if you were under the effect of the speak with 
  animals spell.  
       Additionally, you learn the spell conjure animals, which 
  you can use only to summon giant spiders, giant wolf 
  spiders, or swarms of spiders, unless you also know this 
  spell from another source. 
  Divine Strike 
  At 8th level, you gain the ability to infuse your weapon 
  strikes with the poisoning bite of a spider. Once on each of 
  your turns when you hit a creature with a weapon attack, 
  you can cause the attack to deal an extra 1d8 poison 
  damage to the target. When you reach 14th level, the extra 
  damage increases to 2d8. 
  Domination 
  Starting at 17th level, you learn the dominate monster spell. 
  When you cast the spells dominate beast, dominate 
  monster, or dominate person, you ignore a target's 
  immunity to being charmed. Additionally, you can use your 
  bonus action, instead of your action, to take total and 
  precise control of a target. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Spider Domain.pdf