Homebrew Drider Species Details
Driders were created from drow in an agonizing process. From their waist up they retained their form, from the waist down, their form changed into that of a spider. They grew physically stronger but kept all magical and other abilities and skills they learned during their lives.
Driders were centaur-like creatures, appearing as drow from the waist up, with their lower portions replaced by the abdomen and legs of immense spiders.
Driders were sexless because Lolth did not want to have a race of enemies to the drow
Drider Traits
Driders have the innate abilities of a drow, before being metamorphasized into the monstrosities they've become; however, in addition to their prior abilites, driders now possess both the benefits and consequences of their new spidery form.Outcasts
Drow held driders in low esteem and are cast out of drow society. Beyond the drow, most find a drider's appearance to be horrific and abominable, thus persuading, deceiving, and performing in the company of anyone but other driders is extremely difficult.
Ability Score Increase
Your Strength, Constitution and Dexterity scores all increase by 1.
Venom/ Vemonous Bite
When you use your venom the creature must make a saving throw. The DC for this saving throw equals 8 + your Constitution Modifier + your Proficiency Bonus. A creature takes 2d6 Poison damage on a failed saved, and half as much on a successful one. The damage increase to 3d6 on 6th level, 4d6 at 11th level, and 5d6 at 16th level.
You can only use your poison once per long or short rest.
Poison Resistance: You have resistance to Poison damages (advantage on saving throws).
Sunlight Sensitivity
You have disadvantage on attack rolls and Wisdom (Perception) checks. (When what you are trying to perceive is in direct sunlight.)
Keen Senses
You are proficient in perception.
Spider Climb
You can walk on difficult surfaces such as walls without needing to make an ability check.
You can walk on ceilings if: affixed to the ceiling with web, the ceiling is covered in web, or if succeeding in a dexterity check.
Spider Webbing
You can create a gossamer strand of spider silk to shoot, attach, grab, or pull an object or creature to you; Or yourself to someone or something.
If trying to grab or bind a creature, they have to succeed in a strength check. The DC is your strength + your strength modifier.
You can use the strand to pull yourself up onto a ceiling or high place within 40ft.
Additionally, you can spend 1 hour (depending on room/area size) filling a room with web turning it into difficult terrain.
Natural Armor
When not wearing armor, your Armor Class is 11 + Dexterity modifier.
When wearing armor, it is half effective unless the armor is specially made. Armor can only be worn on your upper, humanoid half, thus if attacked at the lower half it maintains your armor class as if not wearing armor, but if struck on your upper half it factors in your AC with armor.
Darkvision
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.
Languages
You can speak, read, and write Common, Elvish, and Undercommon.
Magical abilities
All driders could inherently cast clairaudience/clairvoyance, dancing lights, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, and suggestion once per day.
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