1
It's time for another homebrew post! This time: The spiderfolk, a spider-human hybrid with a twist!
(lemmy.world)
Spiderfolk playable race
The spiderfolk are a species of bipedal, six-armed humanoids characterized by their spider-like features. They are commonly feared by society, although usually, their fear is unjustified as the spiderfolk are not automatically evil by default).
- Ability score increases: Your Dexterity score increases by 2 and your Charisma score increases by 1.
- Age: Spiderfolk reach adulthood at around 8 years old and live for as long as 50 years. However, due to the fact that the majority of the public fears them, they are often killed by the age of 40 by someone who thought they were in danger.
- Size: Despite your long slender legs, you are only slightly taller than the average human. Your size is Medium.
- Speed: Your base walking speed is 35 feet.
- Alignment: Most spiderfolk arenʼt evil in nature, despite their poor reputation. Instead, they lean towards a chaotic or neutral alignment.
- Languages: You can speak, read and write Common, and Undercommon.
- Darkvision: 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 colour in darkness, only shades of gray.
- Spider Climb: You can climb difficult surfaces, including walls, and ceilings, you do not need to use your hands for this. Your climbing speed is equal to your walking speed
- Spider Web: As an action, you conjure a mass of thick, sticky webbing at a point of your choice within 60 feet. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. After you use your spider web, you canʼt use it again until you complete a short or long rest.
- Hexalimbed: You have six arms (the other two that spiders are known to have are used as legs). Your 4 additional arms can hold objects and wield weapons as normal, provided that those extra weapons have the light property. While wielding a two-handed weapon, you cannot benefit from a shield.
As is the case with all of my work, feel free to adapt this race to better fit your campaign setting!