Homebrew Arachne Species Details
The arachne are a carnivorous demi-human liminal race that have a human torso, but whose lower body is that of a giant spider. The subraces of the arachne fall into any number of categories and professions. They range from powerful warriors and agile hunters to thrifty merchants and skilled artisans. They are perceived with fear and disgust by many of the other races. They are accustomed to hostility they may receive from strangers and travelers, and have developed a cynical view of the world. Their overbearing presence on the battlefield is enough to intimidate the hardiest of warriors, making them an ally's greatest asset and an enemy's worst nightmare.
Arachne Traits
With a mix of human and spider traits, arachne have these traits.Ability Score Increase
Increase one ability score by 2, and increase a different one by 1
Natural Armor
You have thick carapace that covers your spider body. When unarmored, your AC is equal to 13 + your dexterity modifier.
Darkvision
Accustomed to nocturnal activity, caves and dark dwellings, arachne have superior vision in dark and dim conditions. Arachne 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 can't discern color in darkness, only shades of gray.
Secondary Arms
You have two slightly less nimble secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions:
You can use a secondary arm to wield a weapon that has the light property, but you can’t use a secondary arm to wield other kinds of weapons.
You can’t wield a shield with a secondary arm
Spider Walk
You have a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, you ignore movement restrictions caused by webbing.
Creature Type
You are a Monstrosity
Spider Silk
You are proficient in weaver's tools, and may use your legs or pedipalps as weaver's tools.
You have a number of charges equal to you twice your Constitution modifier + your proficiency bonus (minimum of 1). Each charge can be used to produce 5ft of web. You regain charges after a long rest. You can determine the properties of the silk upon creation, specifying how sticky, springy, lasting, and delicate it is. This silk can be used for various purposes, such as:
- You may produce silk rope. (This cannot be sold directly.)
- It can be woven into suspension, such as for a hammock or for elevated terrain. Other creatures may be suspended by this, and if not restrained it merely counts as difficult terrain, however you may move freely. (15ft to make a single bed.)
- It can be cut into bandages.
- You may bind a living creature. (The amount is comparable to using rope.)
- It can be woven into textiles and cloth. The amount of web and time required is up to your GM's discretion, but this may be used or sold as normal.
- It can be used to make snare traps and web attacks, as described below.
- Other uses can be allowed by your GM.
When used as rope or restraint, your web has 7 HP per 5 ft, an AC of 7, and requires slashing weapons for purposes of characters destroying it via physical means. Webs used for restraint are also flammable and will burn away in 1 round, dealing 2d4 damage to any targets caught in them at that moment.