Homebrew Drider Chosen Species Details

These chosen few Drow have the privilege and perseverance to undergo rituals that not only deepen their faith but transform their bodies as well. As they go through these rituals, they are transformed into powerful protectors and spend their days at the gates and in the heart of Lolth's abode.

Drider Chosen Traits

Driders are fast, strong and cunning

Sunlight Sensitivity

Disadvantage on attack rolls and Wisdom (Perception) checks while in sunlight

Keen Senses

Proficient in Perception

Spider Climb

You can walk on difficult surfaces such as walls, or upside down on ceilings without needing to make an ability check, with your hands free and at full movement.

Spider Webbing

You can spend 1 hour to coat an entire room in webs, reducing the movement speed of non-spider like creatures by half. After you use your spider webbing, you can't use it again until you complete a long or short rest.

Spider Half

The drider cannot use objects that natural humanoids can below the waist (such as boots, pants, or anything like that, with the exception of custom made armor). You also cannot use mounts.

Natural Armor

While not wearing armor, your AC is 11+ DEX modifier

Lanuages

You can speak, read, and write Common, Elvish, Undercommon

Natural Weapon

Your spider-like fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

As a bonus action, you can bite a creature within 5 feet of you forcing them to make a Constitution saving throw or be poisoned or stunned until the end of your next turn. The DC for this saving throw is equal to 8 + your Constitution modifier + your proficiency bonus.

As an action on your turn, you can bite a creature that is grappled, restrained, or incapacitated. This is an unarmed strike that deals 1d4 piercing damage. On a hit, you may inject a poison that deals 1d8 poison damage. The poison damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Superior Darkvision

Accustomed to the darkness of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray.

Trance

You 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; 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.

Heritage

You can still fullfil the requirements of feats, special abilities, and magic items that require you to be an elf or dark elf. Magical effects that specifically affect dark elves can still affect you.

Weapon Proficiency

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

Magic

You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Animal Friends

Non-magical spiders are not hostile towards you unless you attack, provoke, or threaten them. Add double your proficiency bonus to any Wisdom (Animal Handling) ability checks you make to interact with spiders.

Innate Spellcasting

The drider can innately cast the following spells, requiring no material components: At will: dancing lights, 1/day each: darkness, faerie fire.

Broad Back

A Medium or smaller creature can ride on your abdomen if you allow it. In such a situation, you continue to act independently, not as a controlled mount. Unfortunately, you also cut your walking/climbing speed in half as spider legs aren't meant to carry massive loads.

Ability Score Increase

Increase Dexterity, Strength, and Constitution scored by 2

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