Homebrew Drider Species Details

Lolth is a cruel and capricious goddess. She tests her most faithful followers with promises of great rewards and divine favor — but those who fail are cursed forever, twisted in body and mind. Their monstrous half-drow, half-spider forms are merely a reflection of their darkness and insanity. They are broken creatures.

Abandoned by their deity and outcasts from their society, driders wander the underdark as viscous predators. Most civilized races react to driders with horror and revulsion. Drow hate them, but religious law forbids a drow from harming a drider. The are welcome nowhere.

It is rare for a drider to break free of its madness, but it has been known to happen. Most such driders become consumed with vengeance or obsessed with proving their worth to Lolth. But others lose faith, repent their wicked ways and seek out a new life. They remain on the fringes of society, and often take to an adventuring life out of necessity.

You may be a hideous mutant monster, but you are done doing Lolth's bidding.

Drider Traits

When you become a drider, exchange your dark elf racial traits for the following.

Ability Score Increase

Your Dexterity and Constitution scores increases by 2, and your Charisma score increases by 1.

Ability Score Decrease

Your Wisdom score decreases by 2.

Age

To take the Test of Lolth, a dark elf must be an adult, at least 100 years old. Driders live at least as long as elves (about 750 years), although their true life span is unknown, as most driders are killed violently long before their time is up.

Alignment

Mentally deranged by the trauma of their transformation, the vast majority of driders are chaotic evil. As an exceptional drider who has broken Lolth's spell of madness, you may select any alignment you wish.

Monstrosity

Your creature type changes to monstrosity, rendering you immune to certain spells and effects that only affect humaniods (such as the spells charm person and hold person).

Drow Heritage

You can still fullfil the requirements of feats, special abilities, and magic items that require you to be an elf or dark elf. Magical effects that specifically affect dark elves can still affect you.

Size

Your size becomes Large. Your carrying capacity doubles, as does the weight and cost of armor made to fit you. You consume four times as much food and water as a dark elf, and weigh four times as much. You still wield normal elf-sized weapons.

Speed

Your base walking speed is 30 feet.

Spider Climb

You gain a climb speed equal to your base walking speed. You can climb difficult surfaces, including upside down on ceilings, while leaving your hands free.

Natural Armor

When you are not wearing armor, you can calculate your AC as 13 + your Dexterity modifier.

Fey Ancestry

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

Trance

Elves 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.

Keen Senses

You have proficiency in the Perception skill.

Superior Darkvision

Accustomed to the pitch blackness of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet 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.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Weapon Training

You have proficiency with rapiers, shortswords, and hand crossbows.

Drow Magic

You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Spider Friend

Non-magical spiders are not hostile towards you unless you attack, provoke, or threaten them. Add double your proficiency bonus to any Wisdom (Animal Handling) ability checks you make to interact with spiders.

Poison Bite

As an action on your turn, you can bite a creature that is grappled, restrained, or incapacitated. This is an unarmed strike that deals 1d4 piercing damage. On a hit, you may inject a poison that deals 1d8 poison damage. The poison damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Languages

You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

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