Homebrew Aracnidia Species Details

Aracnidia are not your classic spider. Although at first glance they may seem like one of those terrifying giant cave spiders, they are actually quite friendly (to certain people) and speak a variety of languages. They are a magical people, preferring to use the arcane by spinning magical webs and infusing magic tattoos into each of their eight legs as a for of coming an age ceremony. Despite this preference, Aracnidia do often adapt simple weapons to attach onto any one of their eight legs as a type of artificery, some Aracnidia have even gone on to become fierce barbarians wielding heavier weapons.

As a group, the Aracnidia look like regular spiders albeit larger and often hairier. In height, they range from 3 feet to 5 feet and in length (diameter might be a better word) they range from 3 feet to 10 feet depending on the length of their legs. The Aracnidia do all have the characteristic abdomen and head shape of a normal spider and are equipped with eight fearsome eyes that give them advantage on charisma checks against being intimidated as we ll as proficiency on intimidation and persuasion.

As it was mentioned earlier, the Aracnidia prefer the arcane to simply just melee fighting and are considered half casters. As the Aracnidia levels up, starting at first level and again at second, third, fifth, eighth and tenth the Aracnidia gains spells. Eight in total in the form of tattoos etched into each of their legs. As a bonus action as many times as equal to their character level halved and rounded up, the Aracnidia can use one of these spells to their will.

Aracnidia Traits

The Aracnidia are not your normal spider. They are big, hairy, smart and terrifying to not have on your side.

Crazy legs

Once you reach level 11, and you have become comfortable with all of the spells on your legs you gain Crazy Legs. Once per long rest you may roll a d8 and cast one of the spells at random and double it's effects. If it is something that cannot be doubled, then you may extend the bonus to a willing creature. The effect will last for a total of 10 minutes on that creature.

Darkvision

Due to being a spider and growing up in cave systems, evolution has given you Darkvision. it is classic Darvision allowing you to see for 60 feet at if in bright light and as if in dim light for another 20 feet. 

Inherent Spider-ness

Spiders are always terrifying. And as a Aracnidia, you can use this to your advantage and gain a +1 in CHA.

Webbing

At third level you gain the ability to spin webs. You can cast web spell as a bonus action once per short rest and you are able to move through it and climb up through it as if it were normal terrain. The normal effects of the spell apply to everyone else.

Proficiancies

You gain proficiency in intimidation and persuasion.

Advantage

You gain advantage on CHA throws against being intimidated or persuaded.

Spell Infusions

As Aracnidia come of age AKA level up, they will often have magical tattoos printed into each of their eight legs, one or two at a time. At level 1, 2, 5, and 10 you will add one extra spell to your legs (you will gain new spell options each level you go up and you will get the oppertunity to change the spells each time you choose a new one. At level 3 and 8 you will gain two new spells. In all, getting eight to use at your disposal.

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