Arachnoid
Arachnoids are a humanoid race that are a hybrid of spiders and humans. They look human enough however there are certain physical characteristics that cause them to stand out.
Arachnoid have six arms in total as apposed to the usual two. They have two normal human arms and four spider like limps (pedipalps) that attach to their shoulder blades and/or hips. They are useful for a variety of functions. In addition they possess much lighter frames making them naturally stealthy and quick on their feet.
Arachnoid also have anywhere between four and six eyes. Giving them great vision and keeping them alert at all times.
Arachnoid Traits
The Arachnoid posses the following traits.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Arachnoid mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat shorter than humans do, up to 80 years.
Alignment. Arachnoid are monstrous by nature. However, like regular spiders this does not mean they are evil. Most Arachnoid are neutral.
Creature Type. You count as both a Humanoid and as Monstrosity.
Size. Arachnoid are smaller than most creatures due to their light nature. Being between 4-5 feet tall and are between 70-100lbs. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Due to your many eyes you have superior vision in dark and dim conditions. 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.
Polyoptics. Your eyes give you an advantage in your day to day life. You have advantage on perception checks made to find hidden creatures.
Pedipalps. Your extra limbs, pedipalps, can be useful to you in many ways. Your pedipalps can be used to carry and manipulate objects no heavier than 10 pounds per pedipalp. They cannot wield weapons, activate magic items, or use shields. Your pedipalps cannot be used to increase your carry capacity.
Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you may move up, down, and across vertical surfaces and upside down along ceilings at half your movement speed. You do so using your legs and all four of your pedipalps. Keeping your hands free.
Languages. You can speak read and write Common and one additional language of your choice.
Subrace
Arachnoid have varying species like normal spiders do. Giving them a greater expertise in a particular area of their race. Choose one subraces presented below or one from another source.
Art:
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Subraces
Ground
You have the body, strength, and combat ability to subdue the most troublesome of prey.
Ability Score Increase. Your Strength, Dexterity or Constitution score increases by 1.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Strong Pedipalps. Your pedipalps are strong and more versatile. Your individual pedipalps are about half as strong as your regular arms allowing you to exceed the 10lb carry limit per pedipalp. In addition, you can use your Spider Climb using only two pedipalps instead of all four.
Lifter. You are able to hold and carry large or awkward objects more easily. When picking up an object or creature one size category smaller than you. You may choose to carry it on your back suspended on two of your pedipalps. You may also choose to throw the object or creature with all four of your pedipalps and arms.
Weaver
You have learned to use your thread to think creatively and with structure.
Ability Score Increase. Your Dexterity, Charisma or Intelligence score increases by 1.
Natural Weaver. Your pedipalps may be used as a set of weavers tools with which you are proficient in.
Silky Saliva. Your saliva is able to be pulled and twisted into a sticky threadlike substance. This thread can be used to create basic items like string, rope, and fabric. You can produce 1lb of thread in 1 hour (10ft per second). Products produced with this thread have an increase in the DC to break them equal to your proficiency bonus.
Woven Spells. You can cast the alarm spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 3rd level, you can cast the web spell; you must finish a long rest in order to cast the spell again using this trait. You may cast either spell as a ritual without expending any uses. Wisdom is your spellcasting ability for these spells.
Assassin
You are a ruthless assassin that moves with purpose and lethality.
Ability Score Increase. Your Dexterity, Constitution or Intelligence score increases by 1.
Poison Resistance. You are resistant to poison damage and you have advantage on saving throws against being poisoned.
Venomous. Your mouth contains a gland that allows you to secrete a natural poison.
You learn the poison spray cantrip. Whenever you cast this spell you do not need a free hand and can choose to simply secrete the poison as 0.25oz of liquid. This poison can be applied to weapons, poured into drinks or anything else poisons can be used for. This liquid poison deals half damage and becomes inert after 10 minutes. Wisdom is your spell casting modifier for this spell.
In addition, creatures who fail the saving throw are poisoned. The poisoned creature may make the saving throw again at the beginning of each of their turns. Ending the effect on a success.
Jumping
Ability Score Increase. Your Strength, Dexterity, or Constitution score increases by 1.
Launching. As an action you can use your extra limbs to launch yourself straight in a direction of your choice. The maximum distance you can launch yourself is equal to your current movement speed.
Spider Slow Fall. Whenever you are falling you may use your reaction to reduce any fall damage to 0.
Arachnoid Feats
Reinforced Thread
Prerequisite: Arachnoid, Weaver Subrace
You have learned to make better use of your webbing and skills. Honing it to perfection.
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- You may create thread at extreme speed able to create thread twice as fast as before.
- You create reinforced thread. A single thread can now hold 100lbs of weight. Your proficiency bonus for the DC to break the thread is doubled.
Potent Venom
Prerequisite: Arachnoid, Assassin Subrace
You have learned to produce long lasting and extremely potent venom over time and with practice.
- Increase your Constitution or Dexterity by 1, to a maximum of 20.
- Whenever you roll poison damage for Poison Spray provided by Venomous. You may add your Wisdom modifier to the damage roll.
- At the end of each of the creatures turns. If they fail the Constitution save to end the effect. The creature takes 1d4 + your Wisdom modifier poison damage.
Pedipalp Grapler
Prerequisite: Arachnoid, Hunter Subrace
You have learned techniques to increase your skill and strength when grappling and opponent. Using your pedipalps to your great advantage.
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- You have advantage to make and escape grapples.
- Your primary hands do not need to be used when making a grapple check. But, at least two pedipalps are needed.
- If you use all four pedipalps when grappling. You have advantage on all attack rolls against the grappled creature.
Unhindered
Prerequisite: Arachnoid, Jumping Subrace
Your speed and agility are on an inhuman level. Using all your limbs to move through the world with ease.
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- You ignore difficult terrain.
- You have advantage on Dexterity ability checks to escape grapples and restraints.
- You may take the disengage action as a bonus action.
Fanged and Clawed
Prerequisite: Arachnoid
Your teeth and pedipalps become razor sharp giving you an edge in unarmed combat.
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Your teeth become natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Your pedipalps become natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Camouflage
Prerequisite: Arachnoid
You have learned to shift your skin color to match surrounding terrain.
- Increase your Intelligence or Dexterity by 1, to a maximum of 20.
- You gain advantage on Stealth checks made when Hiding in natural terrain.
- When not moving, not wearing clothing, and Hiding in natural terrain. You are considered invisible.