Homebrew Airrachie (V 1.3) Species Details

Divine Entanglement 

Airrachie are curious, genial creatures that hail from a distant, unknown realm. Their friendly nature has lead them to pact with deities of all alignments. Scholars rumor that some great divine power allowed them access to the forgotten realms, and their immediate neighboring planes, but their past remains shrouded, the truth muddled by divine influence.

Arachnid Humanoid

The average Airrachie is covered in bristly, florescent fur with an intricate design of one sort or another decorating its shimmery outer layer. Airrachie are borne with anywhere between 4 and 10 different sized, symmetrical eyes, that can come is many different shades and colors, often complimenting the color of the individuals fur. Airrachie are borne with 2 legs and 6 arms, breaking the traditional mold for human-spider hybrids. Every arm is fully functional, but most Airrachie can only effectively use 2 arms because of their minds natural limitations. Some Airrachie choose to dye, or bleach their fur different colors, leading to even more unique patterns among the population. 

Cunning Defenders

Airrachie are generally docile, and defensive, turning their surroundings into a preferable habitat, and creating a perimeter of  magical, or natural defenses. Airrachie use their knowledge of nature, and their innate ability to create ensnaring traps with self supplied webbing to safe guard all that they call home.

When drawn into combat for one reason or another, Airrachie will defend and attack using the environment around them, making them excellent candidate for druidic craft, tho this preference is malleable and adaptive. Airrachie will not find themselves at a natural disadvantage when not surrounded by boundless forest or jungle, they will simple understand and attune to their new battlefield, and react accordingly.

Nomadic Phase, Charismatic Life

Airrachie are travelers by nature, and will resist the natural urge to settle down up until their middling years, choosing instead to follow the path of endless curiosity and wounder lust. This grand effort is in attempt to discover which of the thousands of ways of life that most interest one perticular Airrachie. This prudent desire is why one may see Airrachie in all forms of life, from pawn, to king, an Airrachie wants to try it all.

The natural life of an Airrachie can span as long as 120 years, giving the individual a grand amount of time to discover their "True calling." Unfortunately this is usually nowhere near long enough to truly satiate an average Airrachie, and thus most Airrachie live off the latter half of their lives feeling as if there is something more wailing for there attention or an even more enticing exsistance. There are a slim few that feel they have found their personal Niche.

 

Airrachie (V 1.3) Traits

Your Airrachie character has a variety of advantages due to their kindred nature with spiders.

Ability Score Increase

Your wisdom score is increased by 2.

Age

An Airrachie is considered an adult within the ages of 25 to 27, with the oldest know Airrachie living to be 127 years old. The average lifespan of an Airrachie is 97 years.

Alignment

Airrachie are endlessly curious and in wonder about what their lives may become, this causes them to drift into all alignments, an Airrachie usually picking a lifestyle dependent of their desired existence. One average, Airrachie lean towards choatic good through their love of nature and their environment, but their is nothing holding an Airrachie back from becoming the most neutral evil creature you can conjure in your mind.

Size

Airrachie range from 5'8" up 7 feet tall with ample body to fill in such a shape. Each arm changing size dependent on height. Your size is Medium.

Speed

Your base walking speed is 30 feet, you have a climb speed equal to your walk speed.

Web Walk

You ignores movement restrictions caused by webbing.

Web Sense

While in contact with a web, your character knows the exact location of any other creature in contact with the same web.

Crown of Eyes

Once per short rest, you can add 1d4 to any ranged weapon or spell attack To Hit. Also, role with advantage when making con saves for blinding effects.

Idle Appendages

Airrachie are born with anywhere between 4 to 8 arms, and 2 legs. All arms of an Airrachie are functional, tho over an extended bought of erratic evolution, each individual arm has lost priority in the airrachie central nerves system for more important aspects such as speech and intelligence. Thus, modern Airrachie can only effectively use two arms and two hands at once. Each of its arms can be used for simple tasks such as picking up items. This can make for interesting interactions, but extensive tasks like defending with a shield, or sword fighting can't be bolstered from the excess of appendages.

You can make two interactions on your turn. You also make interaction as if u have six arms.

Languages

You can speak, read, and write Common and Airrachniss. You also have the ability to speak with any Arachnid creatures thought Airrachniss. Airrachniss is a series of low tonal noises, clicks, and chirps that allow Airrachie to speak with all Arachnid creatues such as scorpions, and spiders.

(Must add Airrachniss as custom language.)

Spider's Defense

Over the course of 1 minute, you can prepare a trap in a five by fine area. The trap remains until activated, or removed by yourself or someone that saw you place the trap/ notices to trap with a successful check and can interact from a safe distance. If a creature of Large, Medium, or Small steps into the trap area, they must make a dexterity save against your wisdom DC or be suddenly restrained by webbing. The webbing can be burst with an Athletics Check against your wisdom save DC. Alternatively, an unrestrained creature can attack the webbing. (AC 8; hp 20; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
This Ability can be activated 4 times per long rest.

To attempt to discern the presence of this trap requires an investigation check against your Wisdom DC
maximum of Five set traps in a 500 foot radius.

Previous Versions

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