Homebrew Drider Species Details

Driders are Drow who have failed Lolth's trials and where both blessed and cursed with a new, spider-like form. They possess the upper bodies of drow, and the lower bodies of giant spiders. Their drow halves retain all of their typical physical features, including black skin resembling polished obsidian, stark white or pale yellow hair, and very pale eyes that retain the same colour shades as regular drow eyes would. The spider half of a Drider is typically black and chitinous, propelling the creature along the ground atop eight wicked, spindly spider legs.

Drider Traits

As a Drider, you have the following traits

Spider Climb

Your base walking speed is 30 feet and you have a base climbing speed of 30 feet. They can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.A Drider ignores movement restrictions caused by webbing.

Darkvision

Accustomed to 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.

Sunlight Sensitivity

While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Drow 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.

Natural Armor

Driders have thick chitinous armor on their spider half. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Spider Silk

You are proficient in weaver's tools, and may use your legs as weaver's tools.

 

In addition, you have a number of charges equal to you your Constitution modifier x 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.

Fey Ancestry

The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.

Keen Senses

You have proficiency in the Perception skill.

Web Attack

You may use charges of your web to restrain a target, prepare it as a trap, or create difficult terrain.

Your web DC is 10 + your Constitution Modifier for the effects described.

Prepare a trap: Preparing a trap requires 5 minutes and 2 charges of your web for a medium or smaller creature, or 4 charges for a large. You cannot trap creatures bigger than large. Upon walking into the trap, a creature must make a Strength save vs your web DC to avoid becoming restrained. Failing prevents the creature from cutting themselves loose, and they may repeat the save once every hour. The trap expires if left unattended for 1 day. The trap is very hard to see and requires a DC 16 perception check to notice.

Web a target: You may also use your web as an action in battle. Make a proficient ranged attack against a target. The ground in the squares below the target becomes difficult terrain, and the target must make a Strength save vs your web DC or become restrained. This requires 2 charges of your web, 4 if the creature is large.

Sticky Ground: You may also aim your web at the ground to make an area difficult terrain. This uses 1 charge per square foot, and you may define up to 5 squares when doing this, and creatures that walk over a square of this terrain must make a Strength vs your web DC modifier, or their speed drops to 0 for the rest of their turn. They may attempt to cross multiple webbed spaces on their turn, and must roll each time when they first enter a webbed space.

You are not able to be restrained or affected by your own web. Your webs are flammable and if ignited burn up in 1 round, dealing 2d8 to all targets restrained.

Drider's Bite

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike, and the target must make a Constitution Save against a DC equal to 8 + your proficiency bonus + your Constitution Modifier or take 2d8 poison damage.

Ability Score Increase

You can choose to gain +2 to one stat and +1 to another or +1 to three different stats.

Languages

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

Creature Type

You are a Humanoid and a Monstrosity. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

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