Homebrew Drider, Untethered Species Details

Deep in the darkness of the demon webs, Lolth's rejected champions live out their days as horrific, mutated versions of their former selves. Mindless abberations, the fate of these monstrosities is gruesome. Rarely, either through Lolth's machinations or the intervention of outside forces, the veil of fog is lifted, returning their mind to them, though the physical mutilations persist.
Most often, the other driders in the demon web sense the change and destroy the untethered individual quickly, but on the rare occasion one escapes the demon web, they can live out the remainder of their days as an outcast of Drow society, feared by drow who assume aiding the drider in any way may bring down Lolth's vengeance. On the surface, their rarity and the reputation of driders in bard's tales makes it difficult to enter other societies, though some have managed.

Drider, Untethered Traits

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Ability Score Increase

Your constitution Score is increased by 2. Additionally, choose one other attribute and raise that score by 1. This cannot cause the attribute's score to increase beyond 20.

Languages

Your character can speak, read and write Common, Undercommon and one language of your choice

Humanoid Monstrosity

Driders have regained a portion of their humanity from Lolth, but their form remains ever disfigured.

Superior Darkvision

With so much time spent in the demon web, a drider's darkvision is acutely honed. You can see in dim light within 120 feet of you as if it were bright light and complete darkness as if it were dim light.

Sunlight sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Webbing

You can leave a trail of webbing behind as you walk, climb or descend from a surface. This webbing is treated with the same statistics as silk rope. You can choose to use dry or sticky silk. If you use sticky silk, it is climbable by you as normal, and counts as difficult terrain if climbed by others. You can create 50 feet of this webbing at which point you need to perform a long rest to refill these stores of energy. Creating the holdfast for these strands takes a full round action which provokes attacks of opportunity. The strength check DC for others to pull this webbing from its holdfast is equal to 8 plus your CON modifier plus your proficiency score.

Keen Senses

You have proficiency in the perception skill

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance

Drider don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion, though such dreams are often fitful nightmarish reminders of your fall from Lolth's graces; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Drow weapon proficiency

You have proficiency with rapiers, shortswords, and hand crossbows.

Lair

You can use threads from your own silk to build such a lair which will require at least three days using at least four hours work per day. Each three days spent working this way can fill a 20 x 20 x 20 foot area with your webbing. The time required to create this lair decreases to two days at level 7 and to one day at level 11.
You can choose to use dry or sticky threads for part or all of the lair. Other creatures that start their turns in an area of the web created with sticky webbing or that enter them during their turns must make a Dexterity saving throw with a DC equal to 8 + your CON mod + your proficiency score. On a failed save, a 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 the same 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.
While you are inside your lair, you gain tremorsense to a range of the edge of your webbing.

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