Homebrew Arakthian Species Details
An insectoid-like race with origins unknown, Arakthians are often a peaceful and docile people. Often because of this, they are treated as second-class citizens even in the Underdark where most live.
Though Arakthians share many similar characteristics with spiders, many of their species would dispute any relationship to them. The Archmage Tasha once described this species as a "horrifyingly beautiful merge of humanoid and arachnid". Their skin is a tough, dark exoskeleton covered in tiny barb-like hairs, making them quite hardy and expert climbers. This also allows them greater stealth, as they blend into their surroundings like second nature. Their four pupil-less eyes allow them to see in greater detail than most other races, even in the darkest settings. With three sets of arms, Arakthians make excellent craftsmen and women, often creating intricate works of art that no other race can seem to recreate. Because of this, a fierce love-hate relationship has been formed between them and dwarves brave enough to approach one and argue over who the better crafter is. A set of pincer-like mandibles jut out where their mouth should be, and while many prefer to communicate in a series of hisses and clicking, they have managed to gain a rough grasp of Common.
Oftentimes, in the darkest corners of the Underdark, an Arakthian assassin can be found sitting unmoving for hours, staring and watching all who wander past, waiting for their target.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Arakthian Traits
As an arakthian, you have the following racial traits.Many Hands
Because of your multiple hands, your hand-eye coordination is second to none. When choosing this race, you gain proficiency in Sleight of Hand.
Creature Type
You are a Humanoid.
Size
Your size is Medium.
Speed
Your walking speed is 30 feet.
Spider Climb
Because of the barb-like hair on your body, you are able to climb any stable surface. You have a [Tooltip Not Found] speed equal to your walking speed. Your climbing speed is reduced to half if you’re wearing medium or heavy armor.
Pincers
Your pincers deliver a painful bite. When you hit with them, the strike deals 1d4 + your Strength modifier piercing damage.
Additionally, when you bite someone, you can choose to release a small paralyzing poison. The affected creature must make a Constitution Save DC 12. On a fail, they take 1d6 poison damage and have disadvantage on all rolls for one turn as the paralyzing toxin courses through their body. On a success, they take half damage, and do not suffer from paralysis. You can use this feat a number of times equal to your proficiency bonus.
Ensnare
Starting at 3rd level, you learn to produce a strong, sticky, silk-like thread that can be used like rope. When using this trait, you can produce up to 10 feet of thread per use as many times as equal to your proficiency bonus before taking a long rest.
Any creature that is tied in your thread is considered grappled. The strength of this thread is 10+your Constitution modifier.
Tough Skinned
Because your body is encased in a tough exoskeleton, you can take a punch. You gain +1 to your AC.
Darkvision
After living underground for many years, your species have developed sharper vision in lower light setting. You can see in low or dim lighting up to 60 feet.
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