Homebrew Arachnym Species Details
Lurkers of deep caves, dark corners, and unkept attics.
Arachnomorphs
Whether cursed to this aspect, or born to it, the spider-named carry with them the fame which precedes their beastly relatives. Armed as, and in communication with, their kin; Arachnyms take advantage of their uncanny traits to adapt and overcome the many challenges society and nature may present to them.
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Arachnyms vary on their semblance between human and spider, some may look monstrous and imposing; with giant pincers on the outside of their mouths, multiple pairs of eyes, and separations at the joints of their exoskeletons. Other Arachnym might be indistinguishable from humans, hidden among their ranks, or flourishing in the highest of their society. In both of these cases, and in those capable of making the switch between them, the traits of the spider can be put to great use.
Arachnym Traits
Arachnyms possess the following features.Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Size
Your size can be Small or Medium.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
Spider Crawl
You have a climbing speed equal to your walking speed. Additionally, by using both hands and feet, you can move up, down, and across vertical surfaces and upside down along ceilings.
Spider Bite
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. It deals 1d4 piercing damage on a hit.
Phobia Instigator
When a hostile creature who can see you first enters, or starts their turn within, 10 feet of you; they must make a Wisdom saving throw. On a failed save, they have disadvantage on all attack rolls against targets other than you until the start of their next turn. The save DC is 13.
Arachnym Specialty
When creating your character, choose two of the following options:
- Arachnid Grip - You have 2 extra limbs located on your torso. Immediately after you take the attack action on your turn, you may use your extra limbs to make an unarmed strike as a bonus action. Additionally, these extra limbs can wield and use any light weapons, and count as a pair of hands in regards to your Spider Crawl feature.
Your extra limbs may be thinner than your arms, thus easily hidden under your clothing while not being used. -
Eight Legged Kin - You know the Find Familiar spell, using this trait to cast it creates a single spider egg which, replacing the ritual, takes 1 hour to hatch into your familiar. Additionally, if you have the Potent Venom trait, this spider familiar may use its action to bite, on hit; it applies the trait's effects as if you had made the attack, but the target takes no damage. You can also cast Animal Friendship at will with this trait, but you can only target spiders with it.
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Eyes of the Spider - You have an extra pair of eyes on your face. While not blinded, you gain advantage on Perception (Wisdom) and Investigation (Intelligence) checks that rely on sight. Additionally, you're not blinded while seeing through the eyes of your Eight Legged Kin familiar, in regards to your own senses. You also know the exact position of any creatures poisoned by your Potent Venom trait, or in contact with your Web Weaver webs.
These extra eyes may be smaller than your main pair, and go completely unnoticed if kept closed. - Potent Venom - Your fanged bite weapon attack from your Spider Bite feature deals an extra 1d4 poison damage and on hit, your target must succeed on a Constitution saving throw (DC 13) or become poisoned. They roll again at the end of each of their turns to end this condition. Creatures poisoned by this trait have disadvantage on Constitution saving throws.
Additionally, you don't need to cook your food to gain sustenance from it, the acidic properties of your venom take care of preparing any food you ingest. - Spider Maw - Your fanged bite weapon attack from your Spider Bite feature deals an extra 1d4 piercing damage. Additionally, after landing an attack with your fanged bite, you may attempt to grapple your target as a bonus action. Grappling using this trait does not occupy your hands.
Your jaw may split open, leaving way for the fangs and pincers that make up your hidden spider maws. - Web Weaver - You know the Web spell, and may cast it using this feature once per long rest, doing so does not consume a spell slot but its range and area of effect are halved. You may forgo the use of this spell and use this trait to create instead up to 50 ft. of silk rope. This silk rope can stick itself to a surface on both ends, and hold up to 1000 pounds. All the silk produced from this trait dissolves after 1 hour.
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