here is the full item description:
Spiderfang
Magical Greatsword, Rare requires attunement
Properties:
Great sword: this weapon is two handed and uses strength to attack
Attack bonus= [ ] (strength modifier + proficiency bonus)
damage = 2D6 slashing + 1D4 poison damage. Your weapon damage is considered magical.
Weapon save DC [ ]
Some of Spider Fang’s abilities require a target to make a saving throw against Spider Fang’s weapon save DC, which is equal to 8+ your attack bonus with this weapon.
Charges:
Spider fang has 10 charges for the following abilities. Spiderfang regains 1D6+1 expended charges daily at dawn.
Charges remaining = [ ] out of 10
Abilities:
Charm lesser spiders [passive, no charges required]
You can speak with spiders and any spider of CR 1 or below is automatically charmed by you and will be friendly. This effect ends if you or an ally of you harms them or their allies.
Spider climb [1 charge]:
Casting Time: 1 Bonus action
Range: 30ft
Target: One willing creature you see within 30ft
Duration: concentration, Up to 1 hour
Until the spell ends, one willing creature you can see within 30ft gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Thwip [no charges required]
Range 30ft
As an action you can shoot a strand of very strong spider silk up to 30ft, the silk sticks where it hits and is strong enough to support two medium or smaller creatures or one large creature provided that the surface it is attached to is also capable of holding you.
Combat uses: while in combat you may use one of your attacks to instead do one of the following
Grapple:
Your target makes a strength or dexterity saving throw (their choice) against the weapon save DC. On a failure the target is grappled (see grappled condition).
Trip: you may pull an unsecured object or creature to the ground.
If the target is a creature of size large or smaller it must succeed on a dexterity saving throw against the weapon save DC or be knocked prone (see prone condition).
Pull: You shoot a strand of spider silk at a creature, object or surface and pull your target closer to you OR pull yourself closer to your target.
If your target is a creature it has to make a strength save against the weapon save DC. On a failed save you may choose to move the target up to 10ft towards you or move yourself up to 10 ft towards your target. If the target succeeds you may choose to sever the spider silk thread or be pulled up to 10ft towards the target.
Well secured objects, structures, or any creature of size huge or larger automatically succeeds their saving throw.
A creature of size tiny automatically fails their saving throw and you cannot pull yourself towards them.
Willing creatures can choose to fail their saving throw
Venom burst [2 charges]
Casting Time: 1 action
Range: Self (15-foot cone)
Target: Self (15-foot cone)
Duration: Instantaneous
You shoot a cone of spider webbing crawling with spiders. Any creature in the affected area is bitten by the spiders after which the spiders and webbing dissipate.
Each creature in a 15-foot cone must make a constitution saving throw or take 2D6 poison damage.
At Higher Levels. This spell’s damage increases by 1D6 when you reach 11th level (3D6), and 17th level (4D6).
Web [3 charges]
Casting Time: 1 action
Range: 60 feet
radius : 20ft cube
Target: A point of your choice within range
Duration: concentration, Up to 1 hour
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.