Homebrew Arrakan (ahr-rah-kn) Species Details

     An Arrakan wearing loose clothing could nearly be taken for a human, their posture and face surprisingly normal for a bug. Their legs are covered by a  a light carapace and have an extra joint different from a knee, their most distinguishable feature from a distance.

        Some choose to embrace their spider heritage and have clothing modified to show their spider-esque features. Others, ashamed of what the other children of Lolth had done, hide their armor and spiders legs. Up close, their fair skin, generally white, grayish or a light blue, along with their mildly off-color  gray, blue or green hair  can be distinguished. Similarly, their dark, almost pupil-less eyes are revealed.

        The spider in them left behind their spinnerets, which can usually be found at the nape of the neck, just above the base of their spider legs, or along their arms; the position varying from one to the other. Depending on this, when weaving it can look almost like the casting of a spell. Some Arrakan have even memorized ritual dances to create their weaves.

Arrakan live more solitary lives, hidden away in the forests. Most simply sleep in a woven hammock slung between trees, but a few make crude huts out of their webs and tree branches. The young leave the parents at just a few months of age, and look almost exactly like a large spider, growing into their humanoid forms to a greater or lesser degree by the time they are six. The more charismatic of them have been known to make good friends among the humans. They live off a diet consisting mostly of the blood they suck from small woodland creatures, but can sustain themselves for short stints from the normal grub eaten by other races.

The only time the Arrakan meet up with their own kind purposefully is once a year at the turn of summer; just before winter cold sets in. Each forest has its designated meeting place, usually the tallest tree in the area. The meeting place is easily distinguishable near thisof ritual by the large, tightly woven webs strung through the branches and around the area. No outsider knows what goes on in the meetings because, while they don’t normally attack other sentient races, nobody makes it through the webs they erect during that time alive. Most speculate that they are planning for a long, overdue war between the drow and the spider-kind.

Very few of the Arrakan are religious, most refusing to accept any god after their shunning from the followers of Lolth. Since their exile, they have swayed from their evil ways to a more neutral standing, and while most are now completely adverse to any religion at all, others are merely no longer supportive of the Drow and have found their own neutral deities to follow. They feel distrust for them along with the elves.. The latter, however can generally prove themselves rather quickly unlike the former, for whom they hold no forgiveness. Arrakan very rarely fall into the lawful category due to their chaotic evil alignment in the not so distant past.

Arrakan (ahr-rah-kn) Traits

You are half-spider, half-human. as such your abilitys are reflective of that.

Poison Fangs

Poison Fang counts as a melee basic and does 1d4 but can only be used if you have combat advantage or stealth against your target:Poison Fang only be used once per turn regardless of how many melee attacks you are normally able to make but can be made alongside other melee attacks if applicable. Enemy creature rolls Constitution (DC: 8 + CON + proficiency) if successfully bitten and takes 1d6 poison damage at the end of its next turn if it fails its fortitude roll. Poison damage increases by 1d6 at 6th, 11th, and 17th level (up to 4d6). If the enemy has no movement speed (such as grappled or incapacitated) you are able to inject an extra dose, dealing an extra poison die.

Web Craft

You have 5 web points; web points restore after a long rest.

Any Web Craft takes at least a short rest to complete.

 

Armor

You can make a light suit of Silken Armor similar to leather. For every 3 web points you use constructing it, it gains 1AC to a maximum of 3AC. Once the armor is created you can add onto it if you have enough web points.  It is extremely light in comparison to most armor and is only about 7 pounds. Silken Armor is tough stuff but if it takes too much damage it will shred and lose effectiveness. If you take more than 3 fire damage while wearing it, it loses 2AC, if you take a critical hit, it loses 1AC. If this brings the armor down to or below 0 AC it is destroyed and has to be made from scratch. If it is only damaged you can repair each AC lost for 2 web points.

Weapons

By tightly weaving your threads you are able to create weapons rigid and sharp enough to act almost like their normal counterparts. For 2 web points you can create a weapon. You can create any weapon that does NOT have the property, heavy or loading. Any weapon you craft is half as heavy as its normal counterpart and you have proficiency with it.

When you roll a 1 on an attack, or 10 or lower on an attack versus a fiery creature, using a woven weapon roll a DC 15. On a fail the weapon shreds.

Other

You can attempt to create anything else woven or cloth. Small items take a web point each but larger items can take more. Everything made with your Web Craft is very strong and light but it's not for everybody and most people will not buy it, simply because it was made by a spider.

Superior Mobility

When prone, you do not suffer a movement penalty, but all other disadvantages apply. You have a climb speed of 20 feet. In addition you have an advantage to strength checks involving climbing.