CoS 1/Nibbins
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Aranamica
- Changes: An eye forms and opens somewhere on your body. Ever open but blind.
- Arachnid Traits:
- Gain blindsight of 15ft that also extends on any type of nets or ropes.
- Gain the ability to ignore difficult terrain and immunity to web spells or effects.
- Spiders will regard you as an ally and not attack you.
- Innate Spellcasting:
- Gain the ability to cast Spider Climb and Speak with Animals at will without material components.
- Gain the ability to twice choose a spell to cast; Web or Gift of Alacrity. This ability recharges after a Long or Short Rest.
- Arachnomorph: As an action you may change shape into a spider creature of CR1 or lower and a size equal to the spider's size or smaller where you can add 3 hp per Hit Die. You can use this feature once per short or long rest. You can stay in a spider shape for up to two hours before you revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You may use Innate Spellcasting while in spider form. Except for the specifics here, this ability works like the druid's Wild Shape and a druid can use their Wild Shape uses for the Arachnomorph ability or the Arachnomorph shape change to perform a Wild Shape.
Dynameis Arachnis
- Changes: Three more eyes open up on places on your body, like the first. Two small secondary arms grow out of your torso.
- Arachnid Traits:
- Darkvision: You gain the ability to see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. If you already have darkvision, instead the radius is increased by 30 feet.
- Secondary Arms: You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
- Proficiencies: Gain proficiency in Perception, Stealth and Athletics. If you already have proficiency in one, gain Expertise instead. If you already have Expertise in one, gain it on one of the other two. If you already have Expertise in all three, gain proficiency in Animal Handling, Insight, Intimidation, Medicine, Nature or Survival instead.
- Venom Fang: Venom coats your weapons and spells. Once per round when you deal damage, you may roll a d10 extra Poison damage, or 2d10 if you critically hit. The target must succeed on a DC 13 Constitution save or take double the damage and become poisoned until the end of your next turn. If the poison damage is 15 or higher, the poison is paralyzing.
- Innate Spellcasting:
- Gain the ability to cast Freedom of Movement once. This ability recharges after a Long Rest.
- Gain the ability to cast Snare, interchanged with Web or Gift of Alacrity, two uses in total. This ability recharges after a Long or Short Rest.