Homebrew Drider (V.2) Species Details
Driders were created from drow in an agonizing process. They grew physically stronger and kept all magical and other abilities and skills they learned during their lives.
Driders were taur-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.
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.
Drider (V.2) Traits
As an Drider, you have the following racial traits.Mark of the Spider Queen
Driders were once Drow Elves who have been magically turned into Driders by Queen of Spiders, represented by the following traits;
You have Darkvision up to 60 feet.
You have proficiency in Perception and Stealth.
Finally, you don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can choose two weapons, two tools, or one weapon and one tool to gain proficiency with. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Creature Type
You are a Monstrosity.
Size
Your size is Medium.
Speed
Your walking speed is 30 feet.
Spider Build
You have a climbing speed equal to your walking speed and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You also ignore movement restrictions caused by webbing.
In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Finally, a Medium or smaller creature can ride on your spider back if you allow it, the creature must be humanoid-shaped, with no more than 2 legs. In such a situation, you continue to act independently, not as a controlled mount.
Venomous Bite
You have a Venomous Bite. By spending 1 attack action using your strength modifier, you can attempt to bite a creature as an natural weapon, dealing 1d6 poison damage, they must also make a Constitution saving throw against your spell save DC, becoming poisoned for 1 minuet on a failed save. You can do this a number of times equal to your proficiency bonus per long rest.
Fey Ancestry.
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Previous Versions
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