Homebrew Arachnoid Species Details
Being half human and half spider, you have the humanoid shape, but maintain a spider’s mandibles, coarse, short fur, thorax with web spinnerets, and 8 appendages. Unfortunately, the four appendages in between your 2 primary movement legs and primary arms are only capable of aiding in the climbing of walls, and even helping cling to ceilings, but not strong or adept enough to properly wield a weapon. Due to the common fear of spiders, many commonfolk are wary around you, so it is of utmost importance to leave a good first impression if you are looking to live an honest life. However, you are as proficient at spinning lies as you are spinning webs and can make your lies very convincing.
Arachnoid Traits
+2 Dexterity, +1 Charisma, Silk Spinning, Debilitating Fangs, Monstrous ReputationAbility Score Increase
As part of the arachnoid race, you gain +2 DEX and +1 CHA.
Skill Proficiencies
Expertise in either acrobatics or persuasion, both if you are already proficient in both
Languages
You are fluent in common and undercommon
Wall Walking
Use your additional appendages to climb up walls and on ceilings. If you end your turn on a wall or ceiling, you must pass an acrobatics or athletics check.
Silk Spinning
You can generate up to 120ft of sticky, durable, silk rope every 30 minutes (cannot store more in a bag, as it is too sticky), which is incredibly thin and hard to see. Other non-spider creatures must have a passive perception of 18 or more to see the silk without making and passing a perception check, or being told of its location. If a creature walks into a tripwire made of silk, they make a Dexterity saving throw, becoming knocked prone and losing the remainder of their movement for the turn. On a successful athletics or acrobatics check, this can be attached floor to ceiling. Spinning silk in combat is considered a bonus action.
Debilitating Fangs
On a target that is not aware of your presence, you may sink your fangs into them, dealing 1D6 piercing and 1D6 poison damage. The target must pass a constitution saving throw (8 + CON + proficiency) or they are paralyzed for 1 minute. The target can use their action to attempt the saving throw again to shrug off the effects of the poison early. This can be done twice per long rest.
Monstrous Reputation
Because of the overwhelmingly common fear of spiders, most common folk are fearful of your race as well. All non-bestial settlements will treat you as hostile until your noble actions have proven you as trustworthy, however, you can be treated as neutral while you remain in a settlement if you pass a persuasion or intimidation check with one or more of the residents in the city. You can try to roll an intimidation or persuasion check of 20 afterwards, at the DM’s discretion, to achieve the same result.
Previous Versions
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7/12/2023 12:31:35 AM
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3
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1
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1.0
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Coming Soon
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