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Drider

Driders possess the upper bodies of a humanoid, and the High Elf Heritage
lower bodies of giant spiders. Their humanoid halves retain A drider of high elf heritage is created from high elfs who
all of their typical physical features. Due to the space taken were captured and experimented on/cursed with a new,
up by their spider halves, most driders tend to be up to 8 ft spider-like form. They possess the upper bodies of a high elf
tall, and almost as wide. and retain all of their typical physical features, including
Abiltiy Score Increase. Your Dexterity score increases by bronze or pale skin, hair of copper, black, blue, or silver-white
2. but various shades of blond, brown, and red are not
Age. Driders mature and age at about the same rate as uncommon, and bright eyes that retain the same color shades
humans. as regular high elf eyes would. The spider half of a high elf
Alignment. Driders are naturally selfish and inclined heritage drider is typically brown or pale white and chitinous.
toward neutrality.     Ability Score Increase. Your Intelligence score
Size. Your size is Medium, yet you tower over most other increases by 1.
humanoids. Cantrip. You know one cantrip of your choice from the
Speed. Your base walking speed is 30 feet, and you have a Wizard spell list. Intelligence is your spellcasting ability for it.
climbing speed of 30 feet. Drider Cunning. You have advantage on all Charisma
Arachnid Build. You count as one size larger when saves against magic.
determining your carrying capacity and the weight you can Noble Lineage. You have proficiency in the Persuasion
push or drag. In addition you can climb difficult surfaces, skill.
including upside down on ceilings, without needing to make
an ability check. Nerscylla Heritage
Fey Ancestry. You have advantage on saving throws A drider of nerscylla heritage were created by the dark
against being charmed, and magic can't put you to sleep. mother as a blasphemy of the fives original creations. They
Web Weaver. As part of a short rest, you can extrude possess the upper bodies of drow with a few modifications.
webbing from your spinnerets to create a net (PHB p.149). Most noticeably are the large and bright purple spines on its
Unless destroyed, the net remains for 24 hours before back used to store its deadly venom. The spider half of a
disintegrating and the DC for a creature to break free from it nerscylla heritage drider is typically a pale purple and
is equal to 8 + your Constitution modifier + your proficency chitinous.
bonus.     Ability Score Increase. Your Constitution score
Languages. You can speak, read and write, Common, increases by 1.
Elvish, and Undercommon. Arachnid Resilience. You have advantage on saving
Heritage. There are three main heritages of Driders throws against poison.
populate the worlds of D&D: Drow Heritage, High Elf Reel in. You double the normal and long range of nets
Heritage, and the Nerscylla. Choose one of these Heritages. created by your web weaver trait. In addition, you can use a
bonus action, to pull a creature trapped in your net up to 15
Drow Heritage feet towards you. If the creature is pulled within 5 feet of you,
A drider of drow heritage were created from those who have you can make a special attack with your bite against it.
failed Lolth's trials and where both blessed and cursed with a Bite. Your fanged maw is a natural weapon, which you can
new, spider-like form. They possess the upper bodies of drow use to make unarmed strikes. If you hit with it, you deal
and retain all of their typical physical features, including dark poison damage equal to 1d6 + your Strength or Dexterity
blue skin resembling polished obsidian, stark white or pale modifier, instead of the bludgeoning damage normal for an
yellow hair, and very pale eyes that retain the same color unarmed strike.
shades as regular drow eyes would. The spider half of a drow
heritage drider is typically black and chitinous.
    Abiltiy Score Increase. Your Charisma score increases
by 1.
Drow Magic. You know the dancing lights cantrip. When
you reach 3rd level, you can cast faerie fire once, and it
recharges after a long rest. When you reach 5th level, you can
cast darkness once, and it recharges after a long rest.
Charisma is your spellcasting ability for these spells.
Sunlight Sensitivity. You have disadvantage on attack rolls
and Wisdom (Perception) checks that rely on sight when you,
the target of the attack, or whatever you are trying to perceive
is in direct sunlight.
Superior Darkvision. You can see in dim light within 120
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.

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