Devil_Master

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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!

 

Sorcerous Origin: Blade Lord’s Creation

Description: You were created or altered by the lord of blades (from the Eberron setting) to be the most elite soldier for his army, an expert combination of swordsmanship and spell casting.

- Weapon proficiencies: Starting at 1st level, you gain proficiency with simple and martial melee weapons.

- Expanded spell list: The Blade Lord lets you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

1st level spells: compelled duel, wrathful smite

2nd level spells: branding smite, magic weapon

3rd level spells: blinding smite, elemental weapon

4th level spells: death ward, staggering smite

5th level spells: banishing smite, dispel evil and good

- Caster’s flurry: Starting at the 6th level, whenever you take the attack action on your turn, you can choose to expend 2 sorcery points to make a number of additional attacks equal to the number of sorcery points you spent minus one. The maximum number of sorcery points you can expend increases at higher levels: 3 points at the 10th level, 4 points at the 15th level, and 5 points at the 20th level.

- Spell blade: Starting at the 14th level, when you hit with a melee weapon attack, you can choose to expend 1 sorcery point to make the damage type of the weapon change to a type of your choice for one minute. Regardless of if you spent a sorcery point, your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity.

- Mage’s strike: Beginning at the 18th level, whenever you hit with a melee weapon attack. you can expend 1 sorcery point to add your charisma modifier to the damage (in addition to any other relevant damage modifiers).


As with all of my homebrew, please feel free to make alterations as needed for it to fit into your campaign setting. Additionally, as subclasses are a little more complicated than subraces, feel free to ask me questions if there is anything you don't understand.