Homebrew Dreadback Rachnoid Species Details
Underdark Origins
Rachnoids cluster within small hidden communities in the Underdark referred to as nests. Curious, kind and skittish creatures, they have somehow escaped the cruelty that plagues that majority of creatures that claim the Underdark home. Void of a religion due to their reclusive nature the Rachnoid tend to worship their Broodmothers, god-queens, fiercely and do all they can to guarantee the survival of their nest. The spidery race of Rachnoids are naturally skilled assassins and scouts, however following their kind natures most Rachnoids would rather scare off intelligent life away from their nests than have to kill them. However, most Rachnoids will hide at all costs from Drow and the Broodmothers will move the entire nest if discovered by a neighboring Undercity. This is the case because if a Rachnoid is ever found by Drow, they will usually mutilate the insectoid and harvest their organs; using them in rituals to Lolth.
Escape to the Marshes
Long ago a Broodmother and her nest were victims of an endless Drow siege, no matter how many times the nest relocated and moved the Drow were persistent. With the constant wars, the death of her colony and getting pushed to the furthest pockets of the Underdark there was almost no chance of survival. That is until her last scouting party found the last chance of survival for her colony, an abandoned mining tunnel leading from the depths of the Underdark to the outskirts of a town. The Broodmother led the remainder of her people to the town, but the townsfolk were horrified by small group. A militia arose and alit torches and wielded pitchforks, killing many of the remaining Rachnoid. The Broodmother had enough and gave the order to reverse her colony's kind ways and kill all those that cross her path. The final 30 Rachnoids and the Broodmother made one last escape where no one would try to follow them, the darkest of swamps. Taking refuge there the nest grew after a few years, having to learn the ways of the marshes the new subrace was born. The Dreadbacks became toxic, learned the ways of swamp magic and grew disheartened to the outside world.
Dreadback Rachnoid Traits
Dreadback Rachnoid being one of the few intelligent species amongst the swamps have had to undergo many different skills and traits to stay alive, your Rachnoid has the following racial traits.Ability Scores Increase
Your Dexterity and Wisdom scores increase by 1.
Age
Rachnoid have somewhat long lifespans and develop quickly, although most Rachnoids do not die of old age. Most Rachnoid mature within 10 years and will offer themselves as food to their Broodmothers once their bodies are not as strong and nimble as they once were, typically around age 75. If a Rachnoid chooses not to however, they can live up to around their 150th year.
Size
Dreadback Rachnoids are the smallest of all Rachnoid-kind in physical build, however most are very slender, have a completely black carapace except for a bright red marking typically on the back of their heads. Most fall between 3 and 4 feet tall and weigh between 30 and 60 pounds. Your character is a Small size humanoid.
Speed
Dreadback Rachnoid have a base walking speed of 25 feet, and you have a climbing speed equal to your walking speed.
Darkvision
Your senses harken back to your arachnid ancestry, especially when it comes to seeing in the dark. You can see in dim light within 60 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.
Hunter's Webbing
Your Rachnoid body produces a fine silk-like fiber that is sticky and ensnaring to your prey. Once per day you may activate one of the following abilities: As an action you can shoot forth webbing ~ as per the web ~ as a spell-like-effect. Taking 1 minute to do so, you may spindle your webbing together into 50 feet of sticky silk rope. Due to the stickiness of this rope creatures attempting to climb it make Strength (Athletics) with advantage, and it functions as a grappling hook. Alternatively, taking 10 minutes to do so, you can lay down a 30-foot radius of webs onto a flat surface or a 15-foot radius sphere between two points. You can use one of these abilities once per long rest. Anytime you remain in contact with any sort of webbing, you gain the ability to know the exact location of any creature also touching the webbing within 500 feet of yourself.
Wicked Fangs
Your wicked fangs are deadly natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. On a successful hit you can choose to inject your target with your hunting poison, a creature subjected to this poison must succeed on a Constitution saving throw (DC = 8 + Constitution modifier + your proficiency bonus), taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. You can use this ability a number of times equal to your proficiency bonus times per long rest.
Spider Cognition
When you roll to make a saving throw, as a reaction you can choose to add a d4 to the total a number of times equal to your proficiency bonus times per day.
Swamp Magic
Most Dreadback Rachnoid have become magically gifted due to their time within the swamps they inhabit, using their magical gifts to trick and hunt prey. You know the poison spray cantrip. When you reach 3rd level, you can cast the silent image spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Languages
You can speak, read, and write Common and the native language of the Rachnoid race Skrilsh. While speaking in Skrilsh, your character has advantage on Wisdom (Animal Handling) checks made with insects (DM discretion). Additionally, you can communicate simple ideas with insects. They can understand the meaning of your words, though you have no special ability to understand them in return.
Previous Versions
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