Homebrew Arachne Species Details

The arachne are a carnivorous demi-human liminal race that have a human torso, but whose lower body is that of a giant spider. The subraces of the arachne fall into any number of categories and professions. They range from powerful warriors and agile hunters to thrifty merchants and skilled artisans. They are perceived with fear and disgust by many of the other races. They are accustomed to hostility they may receive from strangers and travelers, and have developed a cynical view of the world. Their overbearing presence on the battlefield is enough to intimidate the hardiest of warriors, making them an ally's greatest asset and an enemy's worst nightmare.


Web Weavers


The arachne are a carnivorous demi-human liminal race that have a human torso, but whose lower body is that of a giant spider. The humanoid body upper bodies display all human varieties when it comes to skin tone and features, but certain features stand out in the subraces. They typically have six spider-like eyes on their face, but the number can vary with different individuals. Their forearms are covered in an exoskeleton, much like their spider body, and end with sharp, claw-like hands. While the spider body contains a primary opisthosoma, their wrists contain a secondary opisthosoma which also produces silk to assist in their web crafting. The arachne padipalps, which are normally used by spiders for eating, no longer function as such and act more like humanoid thighs. In holding true with spider sexual dimorphism, most females are larger than their male counterparts.

Matriarch Leadership


With the recent advancement of the arachne races, communities have been built and founded under the leadership of matriarch councils. These arachne communities have sprung up in many different environments with most of them being subrace specific. A central leadership exists with a representative from each subrace that partake in the major decision making for the arachne race as a whole. Being a young species with an unsavory impression, the arachne have made a commitment to attempt to prove that they are not the monsters of everyone's misconceptions. Some arachne have moved into other race settlements when they have been met with warm hospitality.

Religion & Beliefs


Arachne profoundly hate their mother. Nobody, not even Lolth herself, really knows where that visceral hatred comes from. Some speculate that another god instilled this ressentment in the Arachne, while others pretend that the Queen of Spiders just made a mistake. In the end, the Spider People hate Lolth and Drows and will prove to be quite violent towards anybody comparing them to the dark elves and their common mother.

Arachne follow the teachings of Eilistraee, the good goddess of drow. Her teachings keep them sane, preventing them from falling into more ruin.

 

 

Arachne Traits

Arachne can come in diverse shapes and backgrounds, but have the following traits in common.

Ability Score Improvement

You may choose one ability score to increase by 1, and another ability score to increase by 2.

Age

Arachne can live long lives due to their magical heritage similar to that of elves. Arachne can live for about 500 years.

Alignment

Most Arachne are between good and neutral alignments. In rare occasions they may break against their faith and return to the calling whispers of Lolth, but this is a very uncommon anomaly since their hatred for her is a burning passion that most if not all Arachne share.

Size

Arachne are considered medium sized creatures.

Dextrous Limbs

You have proficiency with stealth.

When stationary, you can also use your legs (or pedipalps) to interact with and manipulate items, though they cannot carry weapons.

Spider Climb

You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free and without needing to make a skill check.

Darkvision

Accustomed to nocturnal activity, caves and dark dwellings, arachne have superior vision in dark and dim conditions. Arachne 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.

Monstrous Form

While there are surely advantages to being a hybrid, there are a number of ways in which the monstrous half is a detriment.

  • Due to your lower body, you cannot make use of mounts.
  • You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
  • As you lack the lower body of a humanoid, you are unable to wear humanoid armor below the belt (ex: leggings, greaves, or boots).
  • Many people fear you or may regard you with hostility. Other creatures naturally distrust you, and you have disadvantage on persuasion and diplomacy checks for creatures that you are not familiar with. Others may permanently regard you as an abomination.
  • You are not built for swimming and have a swim speed of 0.
  • your armour requires somewhere in between two to three times the materials to be made. It is about that much more expensive, and that's assuming you can find it. Based on how common these races are in your world, they might be found in populous cities or an Arachne village. You don't require larger shields.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Silk Weaver

You are proficient in Weaver's Tools, and may use your legs or pedipalps as weaver's tools.

You have a number of charges equal to you your Constitution modifier + twice your proficiency bonus (minimum of 1). Each charge can be used to produce 5ft of web. You regain charges after a long rest. You can determine the properties of the silk upon creation, specifying how sticky, springy, lasting, and delicate it is. This silk can be used for various purposes, such as:

  • You may produce silk rope. (This cannot be sold directly.)
  • It can be woven into suspension, such as for a hammock or for elevated terrain. Other creatures may be suspended by this, and if not restrained it merely counts as difficult terrain, however you may move freely. (15ft to make a single bed.)
  • It can be cut into bandages.
  • You may bind a living creature. (The amount is comparable to using rope.)
  • It can be woven into textiles and cloth. The amount of web and time required is up to your GM's discretion, but this may be used or sold as normal.
  • It can be used to make snare traps and web attacks, as described below.
  • Other uses can be allowed by your GM.

When used as rope or restraint, your web has 7 HP per 5 ft, an AC of 7, and requires slashing weapons for purposes of characters destroying it via physical means. Webs used for restraint are also flammable and will burn away in 1 round, dealing 2d4 damage to any targets caught in them at that moment.

Web Abilities

You may use charges of your web to restrain a target, prepare it as a trap, or create difficult terrain.

Your web DC is 10 + your Constitution Modifier + your proficiency bonus for the effects described below.

Prepare a Trap: Preparing a trap requires 5 minutes and 2 charges of your web for a medium or smaller creature, or 4 charges for a large. You cannot trap creatures bigger than large. Upon walking into the trap, a creature must make a Strength save vs your web DC to avoid becoming restrained. Failing prevents the creature from cutting themselves loose, and they may repeat the save once every hour. The trap expires if left unattended for 1 day. The trap is very hard to see and requires a perception check equal to your Web DC to notice.

Sticky Ground: You may also aim your web at the ground to make an area difficult terrain. This uses 1 charge per square foot, and you may define up to 5 squares when doing this, and creatures that walk over a square of this terrain must make a Strength saving throw vs your Web DC, or their speed drops to 0 for the rest of their turn. They may attempt to cross multiple webbed spaces on their turn, and must roll each time when they first enter a webbed space.

You are not able to be restrained or affected by your own web. Your webs are flammable and if ignited burn up in 1 round, dealing 2d8 to all targets restrained.

Web Walker

You ignore movement restrictions caused by webbing. While in contact with a web, you know the exact location of any other creature in contact with the same web.

Innate Spellcasting

You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only spiders with it. Starting at 3rd level, you can also cast Web with this trait. Once you cast it, you can’t do so again until you finish a long rest. Constitution is your spellcasting ability for these spells.

Poison Immunity

You are immune to poison damage and the [condition]poisoned[/condition] condition.

Language

Arachne know common, undercommon, and are able to communicate with spiders.

Previous Versions

Name Date Modified Views Adds Version Actions
4/7/2025 4:20:59 PM
71
5
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes