Spiderfolk, also known as spidren or weaverlings, are multi-armed beings with a distant ancestral connection to powerful ethereal entities who weave the strands of fate. Some spiderfolk manifest strong arachnoid traits, and are able to climb walls and move on webs much like their cousins; others are more connected to ethereal weaves of fate.
Characters with the spiderfolk heritage share the following traits.
Age. Spiderfolk mature far faster than many humanoids. They are born from eggs as long-bodied, translucent spiders, eventually shifting form into that of a humanoid toddler after about a year. They reach adulthood around age of 10 and can live for 30 to 50 years.
Size. While their extra limbs make them look taller, most spiderfolk are around 5’5 feet tall and weigh between 120 and 160 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Extra Limbs. You have 2 more sets of arms than the average humanoid. You can use your additional limbs in tandem with your primary set to gain an expertise die on all Strength- and Dexterity-based skill checks. Otherwise, you can perform 1 additional task during the same action, such as picking a pocket, using a tool set, or the Use an Object action. Additionally, you can use your extra limbs to perform the seen component of a spell if they are not otherwise occupied, though this does not otherwise affect the spell. Your extra limbs cannot be used to wield shields or make additional attacks.
Darkvision. Your otherworldly heritage grants you 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 dsarkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Shapechange. You are capable of changing yourself into a human version of yourself and back into Spider-form freely. You lose all of the benefits gained from this Heritage while in human form.
Some spiderfolk are more physically similar to their arachnoid forebears, while others find themselves more in-tune with the Ethereal Plane. In addition to the traits found in your spiderfolk heritage, select one of the following gifts.
Some spiderfolk are more in touch with their arachnoid nature and have the following traits:
Arachnoid Movement. You gain a climb speed of 30 ft.
Web Walker. You ignore movement restrictions imposed by webs.
Chitinous Defense. Your body is protected by plates of chitin. While you aren’t wearing armor, your AC equals 12 + your Dexterity modifier. You can use a shield and still gain this benefit.
The influence of the Fate Spinner is strong, even after eons of the creation of the First Spawn. Spiderfolk who are Spinner-touched have the following traits:
Alien Mind. You gain an expertise die on Intelligence, Wisdom, and Charisma saving throws against magic.
Ethereal Sight. You can cast see invisibility once per long rest. However, casting the spell in this way shortens its duration to a number of rounds equal to your proficiency modifier.
The more experienced and powerful you become, the more you are able to When you read 10th level, you unlock dormant abilities connected to your ancestral heritage, gaining one of the following paragon traits.
You have embraced the spider within and without. You can now climb even on difficult surfaces and upside down. Additionally, you can choose to use your additional limbs to climb, leaving your primary set free to take actions.
Your connection to the Ethereal Plane deepens. You can cast blink twice per long rest.
Weaverlings are descendants of creatures always on the move, and their way of life reflects that. However, that doesn’t mean that they discount bonds with those outside of their band. Rather, they don’t put down roots so much as they form a web of social connections, developing mutually beneficial, interconnected relationships that all members can call on. They often travel in groups of their own kind, though foundlings and close comrades of all heritages are not an uncommon sight.
As spiderfolk are a relatively rare sight, impressions of them vary, with some seeing them as ill omens and others as a sign of good fortune. However, even those who fear the spidren are rarely hostile to them, often seeking instead to turn fate to their favor by way of small offerings. Lone weaverling pilgrims in particular are seen as a sign that destiny is at hand, and as such they are often invited to give their blessings on important occasions, such as a child’s naming ceremony, a ruler’s coronation, or a couple’s wedding.
Regardless of their reception, however, the spiderfolk do not tie themselves to a city for long. Webs must be woven and destinies must be connected. The bonds that they form and the community they connect with will follow them wherever they go, in the form of stories retold, favors owed, and skills traded, such as a profession or music.
What weaverlings seek is to connect with others, respecting their heritage and purpose but always creating something new between them—a collaborative song, a new craft, a different way of doing things—spinning another thread for an ever-growing web of stories and experiences.
While you can choose any culture for your spiderfolk character, the following cultures often appeal to this heritage: caravanner, ethereal scout, itinerant, lone wanderer, and nomad. Interestingly, most spiderfolk are actively uneasy about anyone with the spinner cult background, even though they are often revered by those who worship the Fate Spinner. Most view it as a fumbling distortion of Her ways, though there have been a few that have taken advantage of this to become pampered “prophets.”