Homebrew Arachnari Species Details
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Arachnari reach maturity around 15 years and live up to 180 years.
Alignment. Most Arachnari are neutral, shaped by pragmatic detachment and independence, often valuing self-preservation.
Size. Arachnari range from 5 to 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Arachnari. Arachnari is a complex language of clicks, hisses, and subtle body language unique to your people.
Arachnari are slender and wiry humanoids standing 5 to 7 feet tall, their lean bodies covered in natural chitinous plating ranging from deep black and brown to mottled greys and greens with occasional subtle iridescence. Their most striking feature is their six eyes: two large, deep-set primary eyes offering exceptional depth perception, flanked by four smaller secondary eyes that grant remarkable peripheral vision. Four spider-like retractable limbs extend from their upper backs, each bearing spinnerets capable of producing strong, sticky webbing. These limbs lie flat when not in use but extend outward to provide climbing ability, balance, and web-spinning.
Arachnari often live solitary or in small kin groups, shaped by their pragmatic and independent nature. Their unique perception and climbing abilities make them expert scouts, hunters, and spies. Their language—a complex system of clicks, hisses, and subtle body movements—is intricate and rarely spoken aloud to outsiders. They value survival, cunning, and the weaving of subtle webs—both literal and metaphorical—in their interactions with others.
Arachnari Traits
SpoooderDarkvision
You can see in dim light within 60 feet 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.
Natural Armour
Your chitinous plating provides natural protection. When you are not wearing armor, your AC equals 13 + your Dexterity modifier. If you wear armor, you can use the higher AC. You can still benefit from shields.
Multi-eyed perception
You have advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded.
Auxiliary Limbs and Spinnerets
Four spider-like limbs extend from your upper back. These limbs bear your spinnerets and enable you to climb and maintain balance with ease. You have a climbing speed equal to your walking speed and can climb difficult surfaces, including ceilings, without needing ability checks.
The limbs grant the following benefits:
• Advantage on Strength (Athletics) checks made to climb or maintain balance.
• Advantage on saving throws against being knocked prone.
• Once per turn, you can take the Dash or Disengage action as a bonus action.
Vibration Sense
You have advantage on Wisdom (Perception) checks to detect hidden creatures or objects within 10 feet that are in contact with the same surface as you, provided those creatures are not motionless.
Web Walker/Web Sense
You ignore movement restrictions caused by any kind of webbing and while in contact with a web, you know the exact location of any other creature in contact with the same web.
Web Crafting
Over the course of 1 hour, you can create a 20-foot cube of thick webbing. The webbing lasts 24 hours unless destroyed. Each 10-foot cube has AC 10, 15 hit points, and vulnerability to fire damage. Creatures starting their turn in or entering the webbing must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or become restrained while in contact. A restrained creature can use its action to attempt a Strength check against the same DC to free itself. You can use this feature once per long rest.
Ensnaring Strike
Once per turn, when you hit a creature with a melee weapon attack, you can attempt to ensnare them in webbing. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be restrained by sticky webs until the end of your next turn. A restrained creature can use its action to make a Strength check against the same DC, freeing itself on a success. The webs have AC 10, 5 hit points, and vulnerability to fire damage. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest
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