Homebrew Arakin Species Details
Ability Score Increase: Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age: Arakin can live up to 500 years, reaching maturity at around 30 years of age.
Alignment: Arakin are often neutral, focusing on their own survival and that of their community.
Size: Arakin range from 5 to 6 feet tall and have a lean, spider-like build. Your size is Medium.
Speed: Your base walking speed is 30 feet, and you can climb up walls and across ceilings at the same speed.
Languages: You can speak, read, and write Common and Arakinese.
Webbing: You have the ability to spin a web, which you can use to create a web shelter or to ensnare your enemies. You can shoot webs out of your hands as an action, targeting a creature within 30 feet. The creature must succeed on a Dexterity saving throw or become restrained. The DC for this saving throw is 8 + your proficiency bonus + your Dexterity modifier.
Poison Bite: You have the ability to inject a creature within range with poison. You can make a bite attack as an action, dealing 1d6 piercing damage plus an additional 1d6 poison damage. The DC for the saving throw against the poison is 8 + your proficiency bonus + your Constitution modifier.
Sticky Hands: You have the ability to stick to any solid surface, giving you advantage on Dexterity (Sleight of Hand) checks made to pick locks, disarm traps, or perform other intricate tasks. In addition, you can climb up walls and across ceilings as easily as you can walk on the ground.
Jumping: You have powerful legs that allow you to make incredible jumps. You can make a standing jump up to 40 feet, or a running jump up to 60 feet.
Multiple Arms: You have three sets of arms that you can use to perform various actions, such as wielding multiple weapons or casting spells with somatic components. However, you can still only take one action per turn.
Darkvision: You have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.
Arakin Traits
Ability Score Increase, Webbing, Poison Bite, Sticky Hands, Jumping, Multiple Arms, DarkvisionAbility Score Increase
Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Webbing
You have the ability to spin a web, which you can use to create a web shelter or to ensnare your enemies. You can shoot webs out of your hands as an action, targeting a creature within 30 feet. The creature must succeed on a Dexterity saving throw or become restrained. The DC for this saving throw is 8 + your proficiency bonus + your Dexterity modifier. Once ensnared, the creature must succeed on a Strength saving throw (DC16).
Poison Bite
You have the ability to inject a creature within range with poison. You can make a bite attack as an action, dealing 2d12 piercing damage plus an additional 3d8 poison damage. The DC for the saving throw against the poison is 8 + your proficiency bonus + your Constitution modifier.
Sticky Fingers
You have the ability to stick to any solid surface, giving you advantage on Dexterity (Sleight of Hand) checks made to pick locks, disarm traps, or perform other intricate tasks. In addition, you can climb up walls and across ceilings as easily as you can walk on the ground.
Jumping
You have powerful legs that allow you to make incredible jumps. You can make a standing jump up to 40 feet, or a running jump up to 60 feet.
Multiple Arm
You have three sets of arms that you can use to perform various actions, such as wielding multiple weapons or casting spells with somatic components.
Darkvision
You have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.
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