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Arachne Traits You can secrete poison a number of times equal to your
proficiency modifier before you have to finish a long rest to
As an Arachne, you possess innate traits and capabilities. use it again. Ability Score Increase. Increase one ability score by 2 Silver-Tongued. You are proficient in Deception or and increase a different one by 1, or increase three different Persuasion. ability scores by 1. Size. Arachnes’ sizes can range widely from breed to breed. Your arachnid lower body makes you typically larger Fanged than other humanoids. Your size is medium. Speed. Your base walking speed is 30 feet. Powerful Bite. Your bite deals 1d6 damage instead of Languages. You can speak, read, and write Common, 1d4. When you reach 9th level the damage dice of your bite and another language of your choice. increases to 1d8. Darkvision. You can see in dim light within 60 feet of Predator’s Instinct. When you roll for initiative, you you as if it were bright light and in darkness as if it were can use a reaction to add your proficiency bonus to your dim light. You can’t discern color in darkness, only shades initiative roll. When you do so, the next attack roll you of gray. make before the end of your turn is made with advantage. Bite. Your bite is a natural weapon which you can use to You can use this reaction a number of times equal to your make unarmed strikes. If you hit with it, you deal piercing proficiency modifier before you have to finish a long rest to damage equal to 1d4 + your Strength or Dexterity modifier, use it again. instead of the bludgeoning damage normal for an unarmed Pounce. When you move at least 10 ft. straight towards a strike. creature and immediately attack it with your bite or attempt Spider Climb. You have a climbing speed equal to your to grapple it, you have advantage on the attack roll or on walking speed. Additionally, once you reach 3th level, you your Strength (Athletic) check to grapple it. can climb vertical surfaces and upside-down ceilings while Ambusher. You are proficient in Athletics or Stealth. leaving your hands free. Once you reach 5th level you can climb any difficult surface without needing to make an abil- ity check. Webber Webstring. As an action, you can create a strand of web- bing from your abdomen, effectively creating a rope of your Spider Silk. The webstring that you create with your own silk that is up to 50 ft. long. It breaks apart after 1 hour. Webstring trait does not break apart after 1 hour. Addition- Once you use this action, you can’t do it again until you fin- ally you can use an Action to make a ranged attack with your ish a short or long rest. Spider Silk. It has a reach of 30 ft. and on a hit you can pull Subraces. Choose one of the following subraces: Aranea, the target creature up to 10 ft. towards yourself. Fanged, Webber, Phaser. Web. You know the Web spell and can cast it once per day without using a spell slot. When you do so, the size of Aranea your web is a 10 by 10 ft. cube. You can choose whether Constitution, Intelligence, Wisdom, or Charisma is your Change Form. As an action, you can magically assume spellcasting ability for the spell. You choose which when the form of a human or elf. This form is identical to your you gain this trait. Once you cast this spell without using a Arachne form except that your spider features are replaced spell slot, you can’t do so again until you finish a long rest. with the common humanoid features of your chosen form. When you reach level 5, when you cast the web spell with When you transform, you decide whether your equipment this trait, its size is a 20 by 20 ft. cube and a 30 by 30 ft. cube drops to the ground, melds with the new form, or (if pos- when you reach level 11. sible) wears it. In this form, you cannot use your Arachne traits other than your Charming Poison and Darkvision Web Walker. Natural and magical webs do not impede traits, but you pass as a human or elf. As an action or bonus your movement. action, you can change back into your original form. You Deft. You are proficient in Acrobatics or Sleight of Hand. revert to your true form if you fall to 0 hit points. Charming Poison. On your turn, you can secrete a charming poison from your mouth. When you do so until the end of your turn, any creature that comes in contact with your saliva or that you hit with a bite attack must succeed a Wisdom saving throw or be charmed for 10 minutes. A charmed creature sees you as an ally and repeats the saving throw at the end of its turn, ending the effect on a success. (Note: The creature will see only you as an ally, not the rest of your group.) When you deal damage to the creature, it is no longer charmed. A creature that is no longer charmed be- comes aware that it was charmed. The saving throw is equal to 8 + your proficiency bonus + your Charisma or Consti- tution modifier. Once a creature succeeds its saving throw or the effect ends, it becomes immune to your Charming Poison for 24 hours.