Drider (5e Class)

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Drider[edit]

While Driders exist in race format, races do not contribute nearly as much to gameplay as classes do. By making the Drider into a class, the concept of being a huge spider monster can be focused on more to greater effect.

Depending on the setting you're in, you must be a Drow to be this class. The Drow race is copyright Wizards of the Coast, and can be found on page 24 of the Player's Handbook. However, some settings may be more liberal with who can be a Drow. Alternatively, you can refluff this race to justify a separate reason why your character is a spider monster; whether due to a curse, divine intervention, or the result of a magical artifact.

Drider[edit]

Creating a Drider[edit]


Quick Build

You can make a Drider quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Drider you gain the following class features.

Hit Points

Hit Dice: 1d12 per Drider level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Drider level after 1st

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Drider

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Spider Half Spellcasting
2nd +2 Spider Climb 2
3rd +2 Archetype Bonus 3
4th +2 Ability Score Improvement 3
5th +3 Rapple, Archetype Bonus 4 2
6th +3 Toxic Bite 4 2
7th +3 Archetype Table Bonus 4 3
8th +3 Ability Score Improvement, Archetype Bonus 4 3
9th +4 Spider Stealth 4 3 2
10th +4 Toxic Bite 4 3 2
11th +4 Archetype Bonus 4 3 3
12th +4 Ability Score Improvement, Archetype Table Bonus 4 3 3
13th +5 Antithesis 4 3 3 1
14th +5 Toxic Bite 4 3 3 1
15th +5 Archetype Table Bonus 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Archetype Bonus 4 3 3 3 1
18th +6 Cocoon, Large body 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Archetype Table Bonus 4 3 3 3 2

Spider Half[edit]

When you take this class, your lower half transforms into that of a spider, and your size category increases by one. Even though your size is larger than normal, your upper, humanoid torso is still of similar scale to that of other members of your races, so you count as one category size smaller when grappling others. You use equipment and wield weapons as if you were one size category smaller. You have twice the carrying capacity of a normal sized member of your race, and you require four times as much food and water as a normal sized member of your race would. You are also incapable of riding mounts.

Spellcasting[edit]

You can cast spells from the cleric spell list. Your spellcasting modifier is Wisdom. You also know the dancing lights cantrip, and can learn the spells darkness and faerie fire.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spider Climb[edit]

At level 2, you gain a climb speed equal to your land speed. You also ignore movement restrictions caused by webbing.

Rapple[edit]

At level 5, using your natural webbing, you can quickly descend from ceilings and walls at up to 60 feet per round, without taking any fall damage. As long as the webbing remains intact, you can re-ascend at the same speed, even if your hands are not free.

Toxic Bite[edit]

At level 6, you gain a bite attack. The bite damage is 1d4, with an additional 1d8 + your Strength modifier poison damage. Your bite's damage increases to 2d8 poison damage at level 10, and 3d8 at level 15. Your bite attack is made at disadvantage against targets you are not grappling or being grappled by.

Spider Stealth[edit]

While walking on a wall or a ceiling, you can add your proficiency bonus to any stealth rolls you make, or double it if you were already proficient. Your climbing speed increases by 10 feet.

Antithesis[edit]

At level 13, whenever you would deal poison damage using a Drider class feature, you can choose to deal necrotic damage instead.

Cocoon[edit]

At level 18, as an action, you can spin a web around a creature you have grappled that has 50 hit points or less. After 24 hours, and every 24 hours thereafter, they can make a Strength saving throw to escape your cocoon. Once you use this feature, you cannot use it again until you take a long rest.

Large Body[edit]

At level 18, you now count as a large creature for the purposes of grappling others, in addition to being grappled.

Wolf Spider[edit]

Overpower
Level Overpower Charges Bonus Damage
3 2 1d6
7 4 1d10
12 6 2d6
15 8 2d10
20 10 3d6
Overpower

Starting at 3rd level, you may use a reaction and spend a point from your Overpower pool to do any of the following. You regain all Overpower points whenever you take a long rest.

  • A creature you successfully hit with a weapon attack is knocked 5 feet away and knocked prone
  • A creature you successfully hit with a weapon attack takes bonus damage, as shown on the bonus damage column.
  • Your next weapon attack can hit up to three creatures you can reach, within a 90 degree cone.
Extra Attack

At level 5, you can make an extra weapon attack when you take the attack action on your turn. You can substitute this extra attack for a grapple action.

Pin Down

At 7th level, if you end your turn on the same space as a prone creature, you are automatically considered to be grappling the creature with your legs. However, you cannot move from this space without releasing the creature, unless you switch to grappling with your hands.

The Biggest Spider

At 11th level, you can wield oversized weapons as if you were a large creature. If you are wielding an Oversized weapon and you move at least 20 feet on your turn, you may use one of your Overpower abilities without spending a charge.

Regenerating Carapace

At 17th level, you gain temporary hit points equal to your Constitution modifier * 4 at the start of every round.

Black Widow[edit]

Poisoned Weapons
Level Bonus Poison Damage
3 1d4
7 1d6
12 1d8
15 1d10
20 1d12


Poisoned Weapons

Starting at 3rd level, you automatically poison the weapons you wield to deal additional poison damage, as per the Black Widow table above. Each weapon you wield can only benefit from this bonus, and each creature can only receive this bonus damage, once per round each.

Web Shot

Starting at 5th level, as an action, you can hurl a web at a creature you can see. Make a ranged (30/60) weapon attack. On a success, the target is enwrapped by a thin thread. The web does not immediately reduce the creature's ability to move, but as a bonus action at the start of each of your turns, you can pull the creature 20 feet towards you. The target can break the web using an action by making a Dexterity or Strength saving throw (their choice) vs your spell save.

Neurotoxin

Starting at 7th level, enemies you damage with your bite attack must make a Constitution saving throw vs your spell save or become Poisoned for 1 minute. They can re-take the saving throw at the start of each of their turns.

Exploit Weaknesses

Starting at 11th level, you can exploit the weakness of poisoned foes to devastating effect. When you attack a poisoned creature, you can add the result of a d6 to your attack roll.

Death Kiss

Starting at 17th level, when you poison a creature with less than 100 hit points with your bite attack, you can choose to incapacitate it instead. You can only perform this feature once, regaining its usage after a short or long rest.

Broodmaster[edit]

Spiderling[edit]

Small beast,


Armor Class 10. Add your proficiency bonus to this total. (natural armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft land, 30 ft climb


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 3 (-4) 6 (-2) 9 (-1)

Saving Throws Dex +6
Skills Stealth +6
Condition Immunities charmed, frightened
Senses passive Perception 8
Languages Telepathy, 60 ft (to Broodmaster only)
Challenge 0 (0 XP)


Scaling. Spiderlings gain extra HD and attack power as you gain Drider class levels, as detailed below. They add your proficiency bonus to their AC and attack rolls.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4 + 4) slashing damage. Add your proficiency bonus to a Spiderling's attack roll. Spiderlings damage increase as you level up.

Leap Attack. A Spiderling leaps up to its maximum jump distance. If it lands on a creature's space, it makes a melee attack. On a success, the target is grappled, and if your attack roll beat their AC by 5 or more, they are also blinded until the grapple ends. A Spiderling only has access to this ability if the Broodmaster is at level 11.




Spiderling Stats
Level HD Bite Damage
3 3 1d4+4
7 5 1d4+4
12 7 1d6+4
15 9 1d6+4
20 11 1d8+4
Brood

At 3rd level, you can magically conjure spiderlings to attack your enemies. As an action you can conjure a spiderling, to a maximum of 3. If a spiderling dies, you cannot conjure it again until you take a long rest, however all of your living spiderlings are fully healed when you take a short rest. The spiderling stats are detailed above, but their hit die and their damage increase with your level. They also have AC equal to 10 + your proficiency bonus, and their proficiency bonus is equal to yours. In addition, spiders heed your call. You can constantly talk to spiders as if under the talk with animals spell.

Command

At 5th level, you can use a bonus action to allow one of your spiderlings to move up to 20 feet and attack a creature.


Implanting Bite

At 7th level, creature you damage with a bite attack are marked. If a marked creature dies, and you are at less than your maximum number of spiderlings, you gain a new spiderling.

Leap Attack

At 11th level, spiderlings gain access to Leap Attack, as detailed in their above stats.

The Swarm Endures

At 17th level, if you roll for initiative and you have less than your maximum number of spiderlings, you can immediately conjure up to 2 spiderlings.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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