Homebrew Arachnid symbiote Species Details
+3 Dex +2 Con
Age: Arachnid Mutates age at the same rate as it’s original race.
Speed: 40 feet, 40 climbing
Size: depends on original race
Spider Sense: You have a sense that tells you when you’re in the path of danger. When targeted by an attack, you roll a d100 and anything between a 1 and a 10 means you dodge
Web Slinger: you have the powers of a spider which means you can spin webs. As an action, you can use your to do one of your web moves.
Web Swing
Provided there is terrain for you to swing on, you can move up to 60 feet in any direction, including vertically, by swinging yourself to the new point. Doing so counts as your movement on this turn.
Ensnare
As an action you can ensnare a creature no larger than Large size within 50 feet of you. The creature must make a Dexterity saving throw or become restrained until broken free. The creature may attempt to break free at the end of each turn with a Strength save against DC 15. Additionally, you can attempt to ensnare two creatures that are within 5 feet of each other. At 13th level, you may ensnare Huge creatures, and 15th level to try to ensnare Gargantuan creatures (Provided the DM allows such an ensnarement of a particular creature of said size.). These size creatures have advantage on both Dexterity saves to avoid being ensnared and Strength saves to break free of ensnarement.
Spider Yo-Yo
You use your webbing to go vertically upside down without touching the ground. When you are upside down you must have one hand on the web.
Killer Spider
You can stealthily ensnare a target . Make a Stealth check opposed by the targets' Perception checks. On a success you ensnare them and gain a surprise round.
Web Throw
you have the ability to use your webs to fling objects around the room, smashing them into your enemies at high speed. As an action, you can throw an object of up to half your carry weight 8that is within 30 feet of you and fling it at any target also within 30 ft of you. This can include furniture, rocks, weapons, or any other object that is not being held by another creature. The target must make a Dexterity saving throw. On a failed save, they take 5d8 bludgeoning damage, and fall prone if they are of size Medium or smaller. On a successful save, they take half as much damage, and do not fall prone.
Web Creation
As an action, you may mimic an item of your webs for 30 minutes The item has the same health as your webs and takes on the traits of your webs.
Subrace: Symbiote
You have been merged with a symbiote. A powerful creature that needs you to live now. You gain the following:
You are vulnerable to lightning and fire damage and sound
Symbiotic Strength: You gain 2 points to distribute among your stats with a max of 30.
Symbiotic Regeneration: at half health, you regenerate an amount equal to your health die per turn. Additionally, if you lose a limb, it will reattach if it is within 30 feet. If you receive lightning or fire damage, you lose regeneration for your next turn.
Symbiote Weapon: As a bonus action you can create weapons and shields with your symbiote. Weapon damage increases at the same rate as a cantrip and the die is equivalent to the weapon damage. For shields, you can increase the shields AC with a max of 3. Additionally, you can have the symbiote do a tentacle attack as a bonus action that deals 1d6 and increases the number as if it were a cantrip.
Symbiote Armor: as a bonus action you can have the symbiote cover your body. If you are wearing armor, your AC increases by your Con mod. If you have no armor, you get an AC of 10+Con+Prof.
Arachnid symbiote Traits
SymbioteComments
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Posted Feb 13, 2025Pretty good idea, but it’ll need tweaking.
Maybe get somebody to help with balancing and setting up the species traits (right now you’ve put them in the species description).