Homebrew Arachne Species Details
Reclusive, Inclusive, Reclusive Again
A normally reclusive bunch, Arachne were an individualist people, shying away from the realms of man from years of prejudice and hatred. Traditionally hermits and quiet, self sufficient hedge-mages, farmers and craftsmen, it's now not too uncommon to see the occasional Arachne at a market, selling silk harvested from silkworms, lotus, and other spiders as an attempt to integrate themselves into society as valuable workers, owing to their ability to handle delicate tasks with ease.
When given the opportunity and accepted willingly, younger Arachne are amicable and pleasant people despite their fearsome appearance, often developing doting, parental, or affectionate relationships with younger races such as humans. This isn't to say there aren't exceptions, as with any race oppressed for any amount of time, resentment is an expected response.
Ever-Spinning Thread
Arachne are an ageless race, normally easily living for roughly 100 years, though they have been know to live for significantly longer, occasionally rivalling dwarves and elves. Despite their seemingly long lives in comparison to some races, they also benefit from decreased senescence, looking significantly more youthful than their age may suggest.
Arachne Traits
Your Arachne has the following traits;Creature Type
Owing to the often off-putting nature of possessing twice the amount of limbs and four times the eyes of a Human, you are often seen as disturbing or uncanny. Your creature type is considered both Humanoid and Monstrosity.
Size
You are Medium.
Speed
Your base walking speed is 30 feet. In addition, you gain a climbing speed equal to your walking speed.
Ability Score Increase
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1.
Languages
You can speak, read, and write Common and Undercommon.
Venomous Bite
Your fanged mouth can deliver a bite of potent toxins. As an action, you may make an unarmed strike against a creature within reach. This attack deals 1d4 piercing damage, plus an additional d6 poison damage.
Once per short or long rest, you may choose to inject the rest of your remaining venom. If you do, the target must make a Constitution saving throw (DC 8+Con+Prof), or suffer the Poisoned condition. While poisoned this way, the target is additionally considered Restrained. This condition persists for 1d4 turns, and once these turns are over, it may repeat this saving throw at the end of each of its turns to end the effect. After using this property, your bite loses the d6 Poison damage until you take a short or long rest.
Tremorsense
Due to your arachnid ancestry, you are finely tuned to vibrations. You gain Tremorsense out to 60 feet, allowing you to pinpoint the origin of vibrations within that radius.
Arachnoid Nature
You gain proficiency in Weaver's Tools, as well as one skill of your choice from Acrobatics, Stealth, and Survival.
Multi-Armed
You possess two extra sets of arms below your normal arms. Each arm has the strength of half of a regular arm. You need to wield a two-handed weapon in four arms, one-handed weapons in two hands, and can only wield light weapons in one hand. It takes three arms to wield a shield, as they are too heavy for only two. Because of your unique morphology, your equipment usually has to be tailor made.
Many-Eyed
You have 3 extra sets of eyes running down your cheeks. While this doesn't grant any other mechanical bonus, losing an eye is less of a big deal, I guess.
Web Spinners
Once per long rest, you may cast the Web spell, using CON as your spellcasting modifier, or may produce a 50 foot spool of silk rope. Additionally, you ignore movement restrictions caused by webbing
This rope does not have any inherent value unlike its normal counterpart, as it soon degrades after your next Long rest.
Given enough time, an Arachne can produce long lasting silk for creating clothing and other crafts, though this process would take several weeks or even months.
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