Homebrew Arachtera* Species Details

 

Standing at the foot of the grand staircase that led to the portal, Andrik looked up at the shimmering vortex with a mix of excitement and trepidation. He had been summoned by the Council of Elders to embark on a perilous mission beyond the realm of mortals. As he climbed the steps, he noticed that his armor was heavier than usual, adorned with intricate engravings and polished to a bright sheen. The sigil of the Council was etched into the chest plate, marking him as their emissary. Andrik's trusted sword was still at his side, the blade having tasted the blood of countless foes. But now it glimmered with a newfound power, as if awakened by the call to adventure.

At the top of the staircase, Andrik paused for a moment to take in the view. The portal was now just a few feet away, its swirling energy crackling with arcane power. Andrik took a deep breath, closed his eyes, and stepped through the portal, ready to face whatever lay ahead.

Forged from the webs of fate, as their legend proclaims, the Arachtera weave gracefully through a world that greets them with a mix of curiosity and suspicion. Molded by a powerful magical force, the Arachtera are a unique race that combines the skills of spiders and bats. Some Arachtera use their abilities to serve their spider queen, while others become skilled hunters or trappers in their communities. Still others seek to explore the world beyond their own borders, eager to discover new wonders and experiences.

Decendents

The Arachtera are a striking blend of bat and spider-like features, with their unique lineage tracing back to powerful arachnid deities. Their chitinous exoskeletons come in a variety of shades, ranging from iridescent blues and purples to matte blacks and browns, and are adorned with delicate patterns resembling intricate spiderwebs. Their wings are leathery and bat-like, with their span and shape varying depending on the individual.

Arachtera have long, nimble fingers and toes with sharp, retractable claws that allow them to climb walls and ceilings with ease. Their eyes are large and multifaceted, providing them with exceptional vision and the ability to see in the dark. Some Arachtera also possess venomous fangs or stingers, which they use for hunting or self-defense.

 

Despite their striking appearance, Arachtera share a common ancestry that unites them as a proud and unique race. They often feel a strong sense of loyalty to their kin and their arachnid gods, and many of them strive to honor their heritage in all aspects of their lives.

 

Carnivorous Culture

The Arschtera are a fierce and predatory race, known for their insatiable appetite for flesh. Their carnivorous diet is not only a result of their physiology but also a reflection of their culture. Arschtera take pride in hunting and consuming prey, with hunting parties often being organized to secure food for the clan.

 

From a young age, Arschtera are taught to hunt and track prey. The most skilled hunters are revered and earn a place of respect in the clan. It is not uncommon for young Arschtera to go on hunting trips alone or with a small group of peers to hone their skills. Hunting is not just a means of survival for the Arschtera but also a form of entertainment and bonding.

 

Arschtera society is structured around the hunt, with the strongest and most successful hunters holding positions of power within the clan. Arschtera who fail to contribute to the hunt or who refuse to consume meat are seen as weak and dishonorable, often shunned by the rest of the clan.

 

Despite their carnivorous tendencies, the Arschtera are not mindless beasts. They value intelligence and cunning as much as strength and skill in the hunt. A clever strategy or a well-placed trap is just as impressive to the Arschtera as a display of raw physical power.

Masterful Weavers

The Arachtera are a spider-like race that are known for their exceptional weaving skills. They have a body structure similar to that of spiders, with four legs and two arms that end in sharp, pointed fingers. Their exoskeletons come in a variety of colors, ranging from earthy browns and greens to vibrant oranges and purples.

 

Each Arachtera is born into a weaving clan that specializes in a particular type of silk. Some clans produce silk that is incredibly strong and used for building structures, while others produce silk that is light and delicate, used for clothing and decoration. Arachtera have a deep respect for their clans and are fiercely loyal to them.

 

Arachtera names often reflect their weaving skills or their clan affiliation. They typically have a given name, a clan name, and a descriptive title. For example, one might be named Arlia of the Golden Threads, of the Weaver Clan. Arachtera children are given a nickname that reflects their personality or interests, and this name often sticks with them into adulthood.

 

The Arachtera are highly skilled weavers, capable of creating intricate designs and patterns with their silk. They are able to spin and weave silk with incredible speed and accuracy, allowing them to produce large quantities of fabric in a short amount of time. Their silk is highly sought after by other races for its strength, beauty, and magical properties.

 

Arachtera are highly independent and self-sufficient, often living in large communal webs that they build themselves. They have a strong sense of community and are fiercely protective of their webs and their clans. However, they are also known to be skilled traders and will often trade their silk for goods and services with other races.

 

 

Arachtera Names

Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.

Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn

Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit

Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous

Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit

The Arachtera take great pride in their names, which are often chosen to reflect their position within the hive or their individual strengths and abilities. Their names are typically multi-syllabic and complex, with a combination of hard and soft sounds. The hive mother or father usually names the newborns, with consideration given to their physical traits and mental capabilities. Albeit that the case, many are given shorter nicknames for easy reference. These names are chosen by the child and show off their individualism.

Male Names: Azurith, Celeron, Drogan, Eryndor, Galarian, Hetharan, Jythar, Khorlath, Lirathor, Myndar, Nythor, Pyron, Rythor, Synthor, Tyrandor, Valthor, Xyrion, Zalithar

Female Names: Arinthea, Brynia, Calantha, Dynara, Elyndria, Fyndala, Gwynetha, Hydriel, Ilyndra, Jezaline, Kaelira, Lysandra, Mystralyn, Nireya, Ophira, Pyralia, Rhiannon, Synthira, Talyndra, Valtaria, Wyndaria, Xyraena, Ysalyne, Zephyria

Arachtera* Traits

Arachtera are a race of spider-like humanoids known for their agility and dexterity.

Pristine Ears

Look at those ears! You have advantage has advantage on Perception checks that rely on hearing.

Retractable Arms/Wings

You have 8 arms that you can summon and disperse at will. These arms can then be formed into wings. If one of your arms were to be chopped off you can use your reaction to quickly replace that arm, halving the damage done.

Ability Score Increase

Your dexterity increases by 2 and your intelligence increases by 1.

Age

Young Arachtera develop quite quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Size

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Arachtera Webbing

Arachtera are naturally gifted in the art of web-spinning and can create webs that are both strong and sticky. As an action, an Arachtera can create a web that spans a 10-foot square area within 30 feet of them. The web lasts for 8 hours or until the Arachtera chooses to dismiss it. The web can be climbed or escaped with a DC 10 Athletics or Acrobatics check. Additionally, individual threads can be sent from the user for various action(EX: setting small traps that alert the user from one main location when someone touches or destroys said thread).

 

Additionally, as the Arachtera gains levels and their abilities grow, they gain the following benefits:

 

3rd Level: The Arachtera's webs become stickier, and any creature that starts its turn within the web's area must make a DC 11 Strength saving throw or be restrained by the web until they break free. A creature can make this saving throw at the start of each of its turns, ending the effect on itself on a success.

5th Level: The Arachtera can use their webs as a reaction to catch a creature that falls within 30 feet of them, reducing the falling creature's falling distance by half and causing them to become restrained until they break free. The web has a DC of 11 and 10 hit points.

9th Level: The Arachtera can create a larger web with a 20-foot square area within 30 feet of them. The DC to climb the web is increased to 15.

14th Level: The Arachtera's webs are imbued with magical energy, and any creature that fails its saving throw against the web's sticky effect is also blinded until they break free. Additionally, the web's hit points are increased to 20.

Venomous Bite

As an Arachtera, you have the ability to deliver a poisonous bite to your enemies. You can use your action to make a melee attack with your fangs. On a hit, the target takes piercing damage equal to 1d6 + your Strength or Dexterity modifier, whichever is higher. In addition, the target must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target takes an additional 2d6 poison damage and is poisoned for 1 minute. The poison damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

Note that the Arachtera must have fangs to use this ability. If they lose their fangs or are otherwise unable to bite, they cannot use this trait.

Natural Poison Resistance

Your hybrid physiology grants you resistance to poison damage and advantage on saving throws against being poisoned.

Languages

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

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