Homebrew Arrakan 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 swingslung 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 Traits
+2 Dexterity +1 WisdomAge
leaves parents at a few months to a year. Reaches the maturity of a 20 year old human by the age of 6. After that they age and mature similar to humans, but remain spry a bit longer.
Alignment
generally neutral leaning towards evil. The ones living closer to civilization or that have friends in more structured societies have been known to tone down to neutral or even neutral good after time.
Size
Weight and height of a human. 100-140 pounds, 5’6 - 6’2
Languages
Common, Sylvan
Ability Score Increase
+2 Dexterity
+1 Wisdom
Poison Fang
You violently leap at your foe, sinking your teeth into them and injecting your natural poison.
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 are able to skillfully weave many things and any object made of fabric out of a strong thread.
You have 5 web points; web points restore after a long rest.
Any Web Craft takes at least a short rest to complete.
Using tinker’s tools, you can spend 1 hour and 10 gp worth of materials to make a trap. You can carry only 1 such trap on your person at a time. The DC for your traps equal to 8 + your proficiency bonus + your Wisdom modifier. A trap that is camouflaged or hidden can only be seen by an active or passive Perception check that equals or surpasses your trap DC. Choose one of the following when crafting one of these traps.
Spring Net: You use your natural webbing and several springs to create a sticky net that ensnares any creature that steps on it. When activated, the spring traps at each corner of the web shoot upward and ensnare the creature trapped inside. It takes 1 minute to set this trap up, and when you do so it is considered to be hidden. A creature size Large or smaller that steps into the trap must succeed on a Dexterity saving throw or become restrained by a sticky web. A creature can use its action to make a Strength check, freeing itself or another creature within its reach on a success.
Tree Snare: You use a little bit of your natural webbing, some metal wire, and rope to create a large snare. This must be set up in a tree, on a column, on a cliff, or with some similar tall sheer face. It takes 1 minute to set this trap up, and when you do so it is considered to be hidden. When a creature size Large or smaller steps into the area, the snare loops around their leg. The creature doesn’t know that they’ve been snared unless they've already found the trap. If they then attempt to move or are moved forcibly, the trap activates and they make a Dexterity saving throw. On a failure, they are hoisted 10 feet into the air and are restrained. A creature can use its action to make a Strength check, freeing itself or another creature within its reach on a success.
Enhanced Hunting Trap: You have studied the regular hunting traps used by others and added your own improvements. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike that has been driven into the ground. A creature size Large or smaller that steps on the plate must succeed on a Dexterity saving throw or take 1d6 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (5 feet long). A creature can use its action to make a Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1d6 piercing damage to the trapped creature. If you spend a minute setting this trap it is also considered to be hidden, making it hard to see if it was set up before an encounter.
Gas Trap: You use a bottle of poison or acid to craft a device that sprays it into the face of your prey. This trap is set into the ground with a pressure plate in the center. You can use your action to set it or spend a minute to set it and camouflage it. When a creature steps on this trap, they must make a Dexterity saving throw or take the appropriate poison damage and suffer any other effects it has. On a successful save, they take half damage and suffer no other effects.
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.
compound eyes
You are proficient in the Perception skill.
Webmaking
Your abdomen can produce a long, sticky silk that you can use for a variety of purposes. As an action, you can spend a minute to excrete 25 feet of spider silk that is considered as strong as silken rope. You regain use of this trait after completing a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/11/2020 11:53:20 AM
|
6
|
0
|
5
|
Coming Soon
|
Comments