Driders as Player Characters – an enchantment for D&D

drider__1st_done_digital_piece_by_indigartistic
28 enchantments and 3 wishes in thrice accursed, enchanted, bewitched January.

Today: Driders as the 1st enchantment

Driders as player characters
You were summoned and tested by the Queen of Spiders, but you didn’t meet her expectations. Your body and mind were broken and given a monstrous shape as a curse and punishment. While other driders keep dwelling in their madness, you did recover your sanity and are now free to choose a new path in the web of life.

Ability Score Increase. Your Constitution score increases by 1, and your Charisma increases by 1.
Age. Like other elves, driders can live up to 750 years and are usually transformed into Driders after reaching maturity.
Alignment. Driders tend to be chaotic evil. Many of them commit vile acts driven by madness. However, you did recover from the insanity and may have a very different alignment from that of your kin.
Size. You are a monstrosity. Your upper body is that of a drow allowing you to effectively use tools, weapons and clothing like any medium sized humanoid. However, your lower body it that of a large spider. This means that armor has to be custom fitted for you, making it essentially barding. Barding costs four times the equivalent of armor made for humanoids, and weights twice as much. Your overall size is Large.
Speed. Your base walking speed is 30 feet. You also have a climb speed of 30 feet. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You also ignore movement restriction caused by webbing.
Superior Darkvision. Accustomed to the underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were in bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack or whatever you are trying to perceive is in direct sunlight.
Keen Senses. You have proficiency with the Perception skill.
Chitin Plating. Your spider body is quite resiliant providing you with natural armor. When you are not wearing armor, you have an AC of 13 + your Dexterity modifier.
Drow Magic. You know the dancing light cantrip. When you reach 3rd level, you can cast the faerie fire spell once per long rest. When you reach 5th level, you can also cast the darkness spell once per long rest. Charisma is your spellcasting ability for these spells.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance. Driders don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages. You can speak, read and write Common and Elvish. However you can choose to learn Undercommon instead of Common.

Thoughts
I left out the obvious social stigma. This is nothing I want to implement rules for and is better left to roleplaying.

One thing I noticed was that there is no obvious location to state the creature type in the text template for player races (I placed it under size above). With driders, this is of some interest, after all being a monstrosity has some side effects such as making you immune to charm person for example.


Image by indigartistichttp://fav.me/d1w1nzq
Drider. 1st done digital piece
Image under CC BY-NC-SA 3.0

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