Homebrew Drider Exile Species Details
As a failure of Lolth's tests, or just displeasing her you have made the transformation into the arachnid form.
However, continuing to displease Lolth and the rest of the hive and/or the Drow hierarchy, you are now exiled from the community. There is a confinement process followed by a magical punishment that relenquishes a portion of your strength, size and power. The pain is unbearable and many die before the Exile process is complete. You are now easily recognisable to other Drow as an Exile or Outcast in this weakened form, are no longer welcome in the Underdark and will be attacked on site by other Drow and Driders of an evil alignment.
You have a thin humanoid torso and arms with spider-like abdomen and legs.
You may also have other spider-like features of your choice (exta eyes, spiny growths or hair, colored markings on your Carapace etc.) you may wish to discuss these with your DM.
Drider Exile Traits
Like the Drow you have similar abilities to the Elves. However, you are the outcast of an outcast, less evil, more angry.Ability Score Increase.
Your Dexterity score increases by 2. You have -2 Charisma and you may never have Charisma above10.
Age.
Physical maturity is comparable to that of humans but, like Elves reach adulthood at around 100 years old. They live to be around 720 years old.
Alignment.
Drider Exiles, even though beginning evil under Drow reign, soon gain opinions of their own and can shift from evil to neutral over time. They are never good as there is still too much Drow in them at heart.
Size.
Drider Exiles are 5 to 7 feet tall, their leg span is usually no more than 6ft. They have slender, almost gaunt builds. They weigh between 250 to 350 pounds.
Your size is medium, though you count as large while being carried, lifted, grappled, pushed or if being passed in a narrow space.
Speed.
Your base walking and climbing and jumping speed is 40ft.
You may never swim.
Enhanced Darkvision.
You can see in dim light within 90 ft of you as if it were bright light and darkness as if it were dim light. You can't discern color... at all.
You only ever see in shades of grey.
Sunlight Sensitivity.
You have disadvantage on attack rolls and wisdom based checks (perception) that rely on sight when you, the target of your attack or whatever you are trying to perceive is in direct sunlight.
Keen Senses.
You are proficient in the Perception skill.
Spider Climb.
You may move along difficult surfaces such as walls, ceilings or rough terrain at your full movement without having to make an ability check to do so, and whilst your hands are free.
Webbing.
You may spend 10 minutes at any time to create 40 feet of silk line to use as one or a series of tripwire-like threads to alert you of others prescence when they disturb them. You know as soon as a presence touches the trap or thread and you know the exact position of the activity
You may also spend 1 hour coating a 30 by 30 foot floor space in webbing, reducing the speed of any non-spider (or similar) creatures to half when within it. Alternatively you can do the same vertically in a corridor, passage or similar space. Any creature that doesn't detect the Web (DC 8 + Prof) gets trapped in it much the same as being grappled. The Web strength DC is equal to your strength total. (Not modifier)
You may spin these large webs again only after a short or long rest.
Spider Carapace.
You have a natural armour of 12 + your Dexterity modifier and you can only wear light and medium torso armour.
If flanked you may only use your natural AC for the flankers attacks. In your initiative you may turn to face the flanked position.
You may not use items as a normal humanoid below the waist, such as leg armour and boots.
You may not use mounts or undersized conventional transportation. DMs discretion.
You may only eat meat or animal based foods, dry bread and vegetable rations won't sustain you. You prefer small beasts and/or small humanoids.
Drow Weapon Training.
You have proficiency with rapiers, short swords and hand crossbows.
Languages.
You can speak, read and write common, elvish and undercommon.
Exile Anger.
You know the vicious Mockery Cantrip. Wisdom is your spell casting ability for your Exile spells.
At third level you can use the Disguise self spell twice per short rest
At fifth level you may cast Darkness once per long rest.
At fifth level you may also cast Fear once per long rest.
A level ten you may cast haste on your self only once per long rest.
Venomous Bite.
You seem to have retained a nasty bite, and your saliva is venomous to some. Even spitting at enemies can be dangerous.
Bite Action: You may use one melee attack action to bite the enemy doing 1d4 piercing damage. They must then make a constitution save or suffer the poisoned condition. (same as spell save DC) 1 per short rest.
Spit Action: Make a ranged attack. A success allows you to spit your acidic saliva into the enemies face suffering 1d4 acid damage. They also must make a constitution save against being blinded. (same as spell save DC) 1 per short rest.
Previous Versions
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4/28/2019 6:18:53 AM
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