Aranea
“A thousand years ago or more
They opened up the devil’s door
And a queen of dark and death
Crawled out, and creeping stole our breath
And we’ve been hiding ever-more.”
~ Craig Froman, "Of Secrets, Spiders & and the End of the World"
The aranea are a peculiar clade of shapechangers, separate from lycanthropes. Taking on the bestial traits of spiders, their origins are based in a sick bend of nature rather than any sort of curse. Being innately magical, they have a great potential to become casters like druids, sorcerers, and wizards, but thanks to their monstrous hybrid appearances, rarely show off these gifts to any creature besides ones trying to kill them.
To Each Their Own
Much like true spiders, aranea have evolved into dozens of subspecies as their kind propagated across the world and adapted to their surroundings. This evolution can occur over just a few generations, especially when said generation is made of pure-blooed aranea. Broadly speaking, they can be broken down into three types: the crafty jorogumo, the nimble recluses, and the doughty tarantulas.
A drow elf that learns the rites by which one of their kind is transformed into a drider, it is possible to subdue those rites to instead create a unique form of drider that can shift freely between its elven and arachnid forms. Though these rites are fiendish in nature, they can be shared to any group and used to transform people into some form of aranea, even those with the same elven traits as the drow. A drider's progeny may also spawn araneas with similar yet altered traits of their drow ancestors.
Only So Inhuman
An aranea can be summarized as the body and intellect of a human invested with the cunning and greed of a spider. Their skin comes in stark shades of pale, tan, or melanistic, and they have the predatory claws and fangs of any arachnid. Other minor arachnid traits can manifest as well, such as supplementary eyes dotted across the face, small mandibles at the corners of the mouth, or vestigial claws running up the arms and legs.
Many aranea are born with the crooked legs of a spider sprouting from their backs. These legs lack the muscular structure to be used for anything but an intimidation display until the aranea enters its arachnid transformation, at which point the appendages become functional legs to support the rest of the body. Some aranea prefer to stay in a hybrid form, blurring the boundary between their human and arachnid selves and supporting themselves on thoraxes instead of legs.
Despite the freakish appearance of most aranea, they are just as emotional and thoughtful as any human. Most live in the wild, fearing the hunters and explorers hailing from civilization, but if one can be integrated into society, their unique gifts can prove invaluable if their disturbing aspects can be overlooked. Some aranea form tribes of their own in small numbers, and these individuals are the ones most privy to seek a change in lifestyle beyond their homeland.
Aranea Names
Aranea names have Sylvan etymology, sounding musical and soft to the ear. They tend to shy away from last names, especially feral ones who seldom bond with their parents, but settlements may adopt identifying clan names as tokens of diplomacy.
Male Names: Ayluin, Belidahn, Iyrlan, Jhaerlos, Khuumal, Meridiem, Nymli, Ruith, Taeren, Usaar
Female Names: Anarzi, Cellica, Hylea, Kalianna, Lyra, Merethyl, Saelyn, Tessia, Rachnera, Ushonna
Clan Names: Auburnleaf, Bluejaw, Dewgrass, Firedune, Greyspine, Northwood, Redrock, Silkhand, Whitestripe
Aranea Traits
As an aranea, you gain access to the following racial traits:
Alignment. As beings of sylvan origin, aranea lean toward neutral and chaotic alignments, living by their own volitions simply to carry a new generation of aranea in due time. Without living in any sort of community to guide their morals, aranea are rarely good-aligned.
Size. You have the same proportions as a human, if not slightly taller and more limber. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Sylvan.
Bite. Your fangs are a natural weapon, which you can use to make unarmed strikes. Your fangs deal piercing damage equal to 1d4 + your Strength modifier instead of the damage typical of an unarmed strike.
Darkvision. 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.
Spider's Blood. You have advantage on saving throws against poison, and you have resistance against poison damage.
Arachnid Form. Starting at 3rd level, you can use an action to polymorph into giant spider, abiding by the same rules as the druid's Wild Shape feature (PHB pg. 64). This transformation lasts up to 24 hours unless you end it early. You can use this trait a number of times per long rest equal to your proficiency bonus.
Subspecies. Arenea come in a variety of subraces. Your choice of subrace grants you additional features, and improves your Arachnid Form in a unique way.
Drider
Created by Lolth, the demon queen of spiders, the drider is a cunning denizen of the Underdark. Whether by currying Lolth's favor or tracing a bloodline connecting to her vast web of influence across the cosmos, you have found a balance between your humanoid and arachnid appearances.
Ability Score Increase. Your Dexterity, Constitution, and Charisma scores each increase by 1.
Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell using this trait once per long rest, and at 5th level, you can also use it to cast darkness 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.
Arachnid Improvement. In your Arachnid Form, your Armor Class increases by an amount equal to your proficiency bonus, and you gain temporary hit points equal 2d6 + your level upon entering your spider form.
A Note of Authenticity
This form of drider represents one that has had its arachnid blood diluted by magic or the passage of generations. To play a more faithful drider, it is recommended you play a drow elf with the Drider Transformation feat.
Jorogumo
Master of manipulation and trapping, the jorogumo aranea are an elusive breed who dwell in the shadowy corners of the world.
Ability Score Improvement. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Mystifying Presence. When you fail a Charisma check, you can use your reaction to roll a d4 and add it to the result, potentially turning the failure into a success.
Weaver Magic. You know the minor illusion cantrip. At 3rd level, you can cast charm person as a 2nd-level spell once per long rest. When you reach 5th level, you can also use cast web once per long rest, without requiring material components. Charisma is your spellcasting ability for these spells.
Arachnid Improvement. In your Arachnid Form, you can use your Charisma ability to determine the attack bonus and escape DC of your Web attack, and when a creature fails its saving throw against your Bite attack, it becomes charmed by you for up to 1 minute, or until you or one of your allies damages it.
Recluse
Venom runs through the veins of a recluse aranea, making them proficient and deadly hunters.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Crippling Venom. When you hit with a bite attack made at advantage, or one against a surprised target, the attack deals an additional 1d8 poison damage.
Stalker's Instincts. You gain proficiency in the Perception and Stealth skills, as well as poisoner's kits.
Arachnid Improvement. In your Arachnid Form, your speed increases by 10 feet, and you can Hide as a bonus action on each of your turns.
Tarantula
The largest and bulkiest of aranea, tarantula legs are thick with bristly hair that can be thrown like needles as a form of natural defense.
Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
Desert Denizen. With a natural inclination toward arid climates, you have resistance against fire damage.
Primal Intuition. You have proficiency in the Athletics skill, as well as one of the following skills of your choice: Acrobatics, Insight, Intimidation, Nature, Perception, or Survival.
Arachnid Improvement. The Strength and Constitution scores of your Arachnid Form increase to 18, and it can use Strength in place of Dexterity to determine the attack and damage rolls of its Bite attack. Your Arachnid Form has its Web attack replaced by the following action:
- Bristle Spray (Recharge 5-6). Each creature in a 15-foot cone must make a Constitution saving throw against a DC equal to 12 + PB. A creature take piercing damage equal to 2d6 + your level and is blinded until the start of the spider's next turn on a failure, or takes half as much damage and is not blinded on a success.