Homebrew Arthropoid Species Details

Arthropoids are a varied species that is more of a term to describe a family of invertebrate humanoids that resemble various arthropods. They have many origins and are not clearly defined to be related to each other.

Arthropoid Traits

As an Arthropoid, you have the following racial traits.

Creature Type

You are a Humanoid.

Size

Your size is Medium or Small.

Speed

Your walking speed is 30 feet.

Carapace

While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.

Arthropodal Biology

When creating an arthropoid character, you may gain three traits of your choice from the list below. In addition your creature type is beast as well as humanoid.

Arthropodal Biology Traits
  • Water Skip. You can briefly walk on water, but if you end your turn while standing on water you sink.
  • Pouncing Leap. Your jump distance is doubled and the next attack you make after jumping at least 10 feet is made with advantage.
  • Camouflage. You have advantage on Dexterity (Stealth) checks that rely on sight.
  • False Eyes. If a creature lands a critical hit on you, they reroll it once. If the attack doesn't land on the reroll it still lands as a normal attack.
  • Strong Mandibles. Once per turn, as an attack, you may make an unarmed attack with your bite. On a hit, you deal 1d6 plus your Strength modifier and lock onto the target with your jaws, grappling them.
  • Darkvision. You can see in dim light within 60 ft. 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.
  • Hurling Throw. As an action, you may throw a creature grappled by you a number of feet equal to 3 times your Strength modifier.
  • Scurry. As a bonus action, you can disengage, dash, and hide. If you have the Cunning Action ability, you can instead do these as a special action.
  • Adorable. You have advantage on Charisma (Persuasion) checks against creatures that can see you.
  • Menacing. You gain proficiency in the Intimidation skill.
  • Poisonous venom. You can make a special unarmed strike as a bonus action, upon landing this attack, the target makes a DC 14 constitution save, upon failing they gain the poisoned condition for 1d4+1 rounds. You can do this an equal amount of times to your proficiency modifier per long rest.
  • Paralytic Venom. You can make a special unarmed strike as a bonus action, upon landing this attack, the target makes a DC 10 constitution save, upon failing they gain the paralyzed condition for 1d4 rounds. You can do this an equal amount of times to your proficiency modifier per long rest.
  • Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
  • Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.
  • Keen Senses. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Burrowing. You can burrow through dirt and soft ground at a pace equal to your speed, but must end your turn above ground if you do so. Any hole you create is closed behind you as you move. If you cannot end your turn above ground due to an unexpected effect or situation during this movement, you are immediately shunted to the nearest unoccupied space above you.
  • Quiet Step. You have advantage on Dexterity (Stealth) checks that rely on sound.
  • Rush. If you move at least 20 feet towards a creature before hitting it with a melee attack, that creature must make a Strength saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus. On a failed save, that creature is knocked prone.
  • Wall Climbing. You can climb difficult surfaces without needing to make an ability check. If you have the Secondary Arms trait, you gain a climbing speed equal to your walking speed. In addition, you gain the ability to climb on ceilings as well.
  • Winged. You have a flying speed of 40 feet. To use this speed, you can’t be wearing Medium or Heavy armor.

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