Homebrew Arachta Species Details

The arachta are a mysterious people, born from a curse or perhaps a gift from a powerful entity. The arachta are seen as icons of mistrust and fear as many put their services to powerful entities that often do not have the common persons best intentions in mind. A typical arachta has a humanoid elven body with two to six large spider-like legs protruding from their backs. 

Ask the DM whether the arachta is available in the current campaign and how they fit into the world.

Arachta Traits

Spider Elves

Ability Score Increase

You choose one stat to increase by 2 and another to increase by 1 or increase three ability scores by 1.

Age

Arachta live as long as the race they are derived from.

Alignment

Due to their monstrous apperance, the arachta often offer their allegiance or services to malevolent powers. They tend towards evil alignments.

Size

Arachta stand as tall as their derivative race.

Spider Legs

Your legs are like a spiders, you gain a climbing speed equal to your walking speed. In addition, you can use the spider legs to make unarmed strikes. The strikes deal piercing damage instead of bludgeoning, as well as an additional 1d4 poison damage. You can treat these legs as having the finesse and reach properties.

Poison Resilience

You have resistance to poison damage and have advantage on saving throws against being poisoned.

Webweaver

You are capable of weaving and working with web. You have proficiency in weavers tools and you can spend up to four hours a day to create up to 4gp worth of silk. In addition, you ignore movement restrictions for moving on web. Starting at 3rd level, you can cast the web spell once per day without expending a spell slot. You add web to the list of spells you know. Your spell save DC for this spell is 8 + constitution ability modifier + proficiency bonus.

Spider Climb

Starting at 5th level you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.