Homebrew Aranea Minor Species Details
The Aranea Minor are a reclusive and enigmatic race born of arcane influence, blending the physiology of monstrous spiders with the minds—and eventually the forms—of humanoids. Their life cycle is unlike any other: beginning as fully spider-shaped beings, they gradually evolve as they gain power, with a humanoid torso erupting from their back by the time they reach early maturity. This transformation never replaces their original spider head, resulting in a creature with two heads and two minds—one primal and instinctive, the other intelligent and expressive.
From birth, Aranea Minor display uncanny precision thanks to the dew claw-like digits on their front two legs, allowing them to manipulate objects, tools, and even weapons with surprising ease. Though often mistaken for monsters due to their appearance, many Aranea Minor possess a deep sense of curiosity and a desire to master the strange magic that pulses within them.
All Aranea Minor are born connected to a mysterious, innate power known as the Websoul Discipline—a unique magical force that manifests in abilities resembling spells or arcane curses. Chief among these is the dreaded Evil Eye, a piercing gaze that can cripple a foe with raw fear or psychic pain.
Culturally, Aranea Minor are rare, often solitary or hidden in tight-knit broods. Some act as reclusive scholars, others as terrifying guardians of ancient places, but all carry the strange mark of duality—the monster and the mind, forever entwined.
Aranea Minor Traits
Creature Type. You are a Monstrosity. Size. Medium. While your spider body is compact, your combined mass (spider + humanoid torso at later levels) is comparable to a Medium creature. You occupy a 5-foot space. Speed. Your base walking speed is 30 feet. You also have a climbing speed of 30 feet. Darkvision. Thanks to your spider ancestry, you can see in darkness as if it were dim light out to a range of 60 feet. Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Dew Claw Dexterity. Your two front legs are tipped with opposable dew claws, granting you the ability to wield simple or finesse weapons, use tools, or perform delicate tasks with surprising dexterity. You may interact with one additional object per turn once per short rest. Twin Minds. Once you gain your humanoid torso at level 3, you have two conscious minds. You gain advantage on saving throws against being charmed or frightened, and once per long rest, you may reroll aDarkvision
You 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.
Spider climb
You can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands (or dew claws) free. You do not need to make ability checks to climb difficult surfaces.
Dew Claw Dexterity
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You can wield simple or finesse weapons using these limbs.
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You can use tools, open doors, pick locks, and perform other delicate tasks.
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Once per short rest, you can interact with one additional object on your turn without using your action or bonus action.
Twin Minds
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You gain advantage on saving throws against being charmed or frightened.
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Once per long rest, you may reroll a failed Intelligence, Wisdom, or Charisma saving throw.
Websoul Discipline
All Spiderfolk are born with the Websoul, a mystical conduit of ancient arachnid magic that develops alongside their physical evolution. Unlike traditional spellcasting, Websoul abilities manifest more like biological instincts and magical curses woven into their flesh and spirit. These abilities are unique to the Spiderfolk and grow stronger as they do.
| Character Level | Websoul Features | Spell-Like Powers/Uses |
|---|---|---|
| 1st | Evil Eye, Websoul Magic | 1 use/day |
| 2nd | Mental Threads | 2 uses/day |
| 3rd | Twin Minds Activated (race feature) | 2 uses/day |
| 4th | Curse Gaze | 3 uses/day |
| 5th | Extra Evil Eye Effect | 3 uses/day |
| 6th | Thread Step | 4 uses/day |
| 7th | Websoul Spell - Shadow Bind | 1/day (spell-like) |
| 8th | Psionic Bloom | 4 uses/day |
| 9th | Extra Websoul Slot | 5 uses/day |
| 10th | Websoul Spell - Mind Snap | 1/day (spell-like) |
Evil Eye
Starting at 1st level, you can use a bonus action to activate your Evil Eye, a powerful arcane glare.
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Choose one creature within 30 feet that you can see. That creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or suffer one of the following effects (your choice):
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Weakened Will: Disadvantage on next saving throw.
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Mind Lash: Take psychic damage equal to 1d6 + your level.
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Paralytic Glare: Creature is paralyzed until the end of your next turn (usable once per long rest).
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modifiers
-2 strength
+4 dexterity
+2 constitution
+2 intelligence
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