Anani (5e Race)
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Anani are tall and slim. They have two arms, along with four additional, non-functioning arms. This is because they are descended from a more primitive race of spider-folk, and the modern anani have evolved to have no need for these arms, due to their better optimized abilities that they've adapted over time. They also possess two to six eyes, often averaging to four, and large fangs. Their exoskeleton color is usually black, brown, beige, white, or gray, with small amounts of bright colors such as red, magenta, orange, or blue. Although they possess exoskeletons, these exoskeletons are usually covered in copious amounts of hair, especially if the anani in question lives in the cold depths of the Underdark.
The anani don't have one cohesive society, as they mostly live all their lives alone or in very small groups. They are excellent hunters and can survive on their own with ease even at an early age. Aaani are also very honorable, and never say something they don't mean as it is part of their unspoken culture to be fair and never break a promise. This can be observed in how for them, hunting is only for survival, never for sport, and prey should never have to suffer. However, due to the way anani are seen glorify the act of hunting, many non-arachnid races think of anani as bloodthirsty spider people, which can make them react badly to the stereotype, feeding said stereotype. Most anani simply want to live a life of their own and pursue their personal goals. Their homes and hideouts are often made within the Underdark, as others are less likely to interfere within that area.
Not all anani are completely honorable. Some may exploit their intimidating image to their advantage. Gathering crime centers within the Underdark, they, along with other creatures that agree with the gang's goals, swarm surface villages, often plundering the villages of whatever they need or can currently find. These gangs are what fuel the anani's stereotypes the most.
Anani names follow different naming schemes depending on where they are from, and their personality. A lone anani who lives their life on the surface would have a name that differs largely from an anani that is part of an Underdark crime center.
Spider people that tend towards lonesome lives.
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.
Age. Anani fully mature from their nymph stages after 3 years, and can live for up to a century.
Alignment. Anani tend towards neutral alignments, with a small tendency towards evil as well.
Size. Anani are around the same sizes as human, albeit slightly more slender. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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 color in darkness, only shades of gray.
Spider Climb. You can walk on difficult surfaces such as walls, or upside down on ceilings without needing to make an ability check.
Arachnid Magic. Starting at 1st level, you can cast speak with animals with this trait as a cantrip. When you use this version of speak with animals, you can communicate only with arachnid creatures. Starting at 3rd level, you can cast the web spell, using Charisma as your spellcasting ability for it. Once you cast the spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of web, the webs fill a 10-foot cube rather than a 20-foot cube.
Spider Bite. Your sharp set of teeth is considered a weapon you can use to make unarmed strikes. If you use it to attack, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write Common and Undercommon.
Subrace. Choose one from black widow, jumping spider, raft spider, or tarantula.
Venomous Bite. When using your Spider Bite feature, you can now add an extra 1d6 poison damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You can choose to add this damage after you hit.
You can can this poison damage a number of times a day equal to your proficiency bonus, regaining all uses after a long rest.
Additionally, you can expend one use of this feature to create one vile of poison.
Water Stride. By treating it as difficult terrain, you can walk on water. If you attack, cast a spell, or are hit by an attack or spell while standing on water, you must succeed a DC 13 Dexterity saving throw or fall into the water.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Random Height and Weight
|5′ 0''||+2d10||110 lb.||× (2d4) lb.|
*Height = base height + height modifier