Homebrew Drider Species Details

Born from a dark ritual of underdark magic and Lolth's torture, what was once a strong, beautiful or clever elf is left as a husk of its former self, a monstrous creature who's form is a conglomeration of the svelte elf and arachnid form of the spider.

Drider Traits

Your drider character has the following racial traits. These traits may bring you great advantages over others but they cannot protect you from the fear of your mere presence. Always proceed with caution while travelling or your pride may lead you to your distant grave.

Ability Score Increase

Your Constitution score increases by 2, and your Strength score increases by 1.

Age

Driders mature and age at about the same rate as elves.

Alignment

Driders alignment are entirely dependant on their will to hold their minds during the transformation ritual. If they lose their minds they will descend into madness akin to a Chaotic Evil being, while those that keep their sanity can become lost with no purpose with no particular inclination to any alignment.

Size

Driders stand between 9 and 10 feet tall, with their arachnid bodies reaching about 6 feet at the withers. Your size is Large.

Speed

Your base walking speed is 30 feet.

Creature Type

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.

Your creature type is both Humanoid and Monstrosity.

Spider Climb

You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free

Web Walker

Your spider lineage allows you to traverse the trapping of your kin. You ignore movement restrictions caused by webbing.

Trance

Elvish beings don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Languages

You can speak, read, and write Elvish and Undercommon.

Natural Weaponry

Your fangs, claws, and insectoid legs are all natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal damage for an unarmed strike.

Superior Darkvision

Your darkvision has a radius of 120 feet.

Previous Versions

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