Skip to main content

Breadcrumb

Spiderfolk

Spiderfolk

spiderfolk

When the domain of the Silver Hollows was what might be called young, the Mother of Law created the first of the weaverkin, the First Spawn. Seeking a connection to the world beyond, she sent these offspring into the unknown with one purpose: to expand the vast domain of their creator by carrying lines of Her silk to every corner of creation. And so they did.

This pilgrimage happened long before the betrayal of the Shadowspinners and even before the conflict with the Gholluscs, and so these First Spawn traveled initially without opposition. It was during this time that they discovered the Ethereal Plane, and with it the Waking. As time passed, mortal life began to appear, and as ages came and went, these metaphysical webs started to entangle with their desires, fears, and hopes. For the first time, the threads of destiny began to tangle.

The First Spawn tasked with maintaining this uncertain area crept through the Ethereal Plane to watch and wonder. These mortals could change their fates and forge their own destinies in a way the Fate Spinner’s children couldn’t even fathom. They were not allowed to intervene with the comings and goings of the mortals—nor were they truly capable to, being more thoughtform than flesh and unable to materialize in the Waking—but some of them had become infected with that most mortal of vices: curiosity.

Those mortals that could commune with the Ethereal Plane made contact with the First Spawn, first by accident, then later with intent. They shared stories of their world with the insatiably curious weaverkin, who in turn read the weave of the mortal’s destinies. Alliances began to form, tentative friendships began, and what followed was perhaps inevitable.

In allowing themselves to become entangled in the fate and feelings of mortals, this portion of the First Spawn had irrevocably altered themselves. They were no longer able to seamlessly communicate with their fellows, no longer entirely certain of the will of their Great Mother. However, they were still unable to join the world of the Waking, and so a deal was struck. A spiritual merge was enacted, binding these First Spawn with the souls of their mortal allies. However, few change their spirits so drastically without also changing their bodies, and the result was a varying mixture of arachid and humanoid features.

Unfortunately, not all of these new individualswere well-received and many went into hiding. Through the following centuries, their progeny developed several key traits and now bred true, resulting in a new heritage. These spiderfolk—also known as spidren or weaverlings—are still a largely mysterious people.

 

Spiderfolk Traits

Characters with the zevite heritage share a variety of traits in common with one another.

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, though they are not quite as capable as your primary set. 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 darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


Spiderfolk Gifts

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.

Spiderling

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.

Spinner-Touched

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.


Spiderfolk Paragon

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.

Arachnoid Scion

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.

Child of Two Worlds

Your connection to the Ethereal Plane deepens. You can cast blink twice per long rest .


Spiderfolk Culture

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.

Suggested Cultures

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 (Gate Pass Gazette #1, Weaving Prophecy), 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.”

Children of Zev

Children of Zev

Across the Astral Plane sail the ships of the Children of Zev. Pirates of the most joyous order, the Children of Zev fly their black flag with the symbol of Zev (resembling a sharp, barbed V with looping arms) emblazoned in gold at its heart. For while they are pirates, it is certainly true, they are among the more noble. Even as they battle their hated foe, the khalkoi, they do so with a heart bursting with hope against all odds.


Characters raised in the child of zev culture have a variety of traits in common.

Boarding Action. Rushing into combat is as much an art as a necessity for a pirate. You learn the Bounding Strike combat maneuver and gain a pool of exertion points equal to half your proficiency bonus that can only be used for this maneuver.

Brainwave Rider. The Astral Sea reacts to the emotions around it, causing suddenly rough waters, but you’ve learned to keep your feet. You gain an expertise die on saving throws against effects that would knock you prone , and on saving throws made to resist being shoved.

Move as One. A sharp noise can end a successful raid before it begins. When making a Stealth check you may allow one ally within 15 feet to benefit from your roll. Once you have used this feature a number of times equal to your Charisma modifier (minimum 1), you cannot use it again until you have finished a long rest .

Additionally, once per long rest , you can use your reaction to enter a state of focus for up to 1 minute that enables you to take the Help action as a bonus action. This requires concentration like a spell.

Languages. You know how to read, sign, and speak Common and one other language of your choice.

Zevanchist

Zevanchist

While the Children of Zev laud the ancient king, the zevanchists have a different perspective: an ancient power abusing his position and the people he forced onto the Astral Plane. Far more contemplative than their cousins, zevanchists build monasteries and homes on asteroids of matter adrift in the Astral and remote islands on the Astral Seas. Their buildings all bear the inverted symbol of Zev (resembling a sharp, barbed V with looping arms) in brilliant crimson to remind all to question authority and its origins.

Even as contemplatives living in well-defended fortresses hidden away from others, zevanchists yet hold a deeply ingrained cultural hatred of the khalkoi, who invaded and destroyed the world Zev fled from in the first place.


Characters raised in the zev anchist culture have a variety of traits in common.

Self-Awareness. Raised in a monastic structure, you are more aware of yourself and your emotions than many are thanks to years of deep contemplation of the self. You gain advantage on saving throws against being charmed or frightened .

Mindful Meditation. Through practice, you have the ability to gain rest from quiet meditation. When you take a long rest you may choose to meditate for a period of 4 hours instead of sleeping for 6. During this meditation you suffer no penalty to passive Perception. A long rest is still 8 hours for you and the remainder must only consist of light activity.

Unity of Purpose. On the Astral Plane you and those you trust are alone in a vast realm of thought and must rely on each other. When making an Insight check, you can spend your reaction to allow one ally within 15 feet to benefit from your roll. Once you have used this feature a number of times equal to your Wisdom modifier (minimum 1), you cannot use it again until you have finished a short or long rest .

Additionally, once per long rest, you can use your reaction to enter into a state of focus for up to 1 minute, which enables you to take the Help action as a bonus action. This requires concentration like a spell.

Languages. You know how to read, sign, and speak the Common tongue and one other language of your choice.

Cubero

Cubero

Among the varied peoples that call the Underland home, there are those that live their lives alongside gelatinous cubes and other oozes, using them for food, trade, and industry. Typical friendly and mercantile, the Cuberos are nonetheless very keenly aware of the dangers lurking out in the dark and make it common practice to be both well-armed and well-spoken.

Characters raised in the Cuberos culture share a variety of traits in common with one another.



Cube Harvester. You are proficient in Animal Handling and with a poisoner’s kit. In addition, you can spend an hour with your poisoner’s kit to harvest special enzymes from the remains of an ooze as though you were harvesting poisons from flora. While working with ooze remains, you can instead refine a vial of acid in place of a basic poison. You can refine 2 vials of acid in place of an advanced poison and 3 in place of a potent poison.

Polite but Armed. You are proficient with maces, warhammers, and war picks. You are also proficient in Culture and gain a speciality in etiquette.

Superior Darkvision. You are used to living in the dark and can see further in darkness and dim light than others of your kind. You have darkvision out to a range of 60 feet. If you already had darkvision, its range increases to 120 feet instead.

Languages. You can speak, read, write, and sign Common and Undercommon and one other language of your choice.

Cube Herder Equipment

Cube Herder Equipment

This unique way of life requires equally unique equipment.
 

Item

Cost Weight
Cube Herder Poncho 10 gp 6 lbs
Cube Saddle 10 gp 5 lbs

 

Cube Herder Poncho. Made of a blend of acid-resistant mushroom fibers and the hides of gelatinous cubes, this oversized poncho can be worn over any armor. While wearing a cube herder poncho, you reduce any acid damage you take by 1. Once this gear has prevented 10 points of damage in this way, it is damaged beyond repair and must be replaced.

Cube Saddle. Made from mushroom fiber and lined with the membrane of a gelatinous cube, this 5 by 5 foot square mat can be placed over an ooze to protect a rider from its acidic surface, though they can still be engulfed. The domesticated gelatinous cubes of the Cuberos will not automatically use their Engulf attack against such a rider unless they are attacked, though other oozes are unlikely to be as accommodating.

Luz Mala

Luz Mala

Challenge
str
dex
con
int
wis
cha

Cervid

Cervid

Adept

A widespread and adaptable people, the deerfolk are found almost everywhere, from remote mountain peaks to densely-populated city centers. Appearing as bipedal deer with cloven hooves, sleek fur, and thick, hoof-like fingernails, their physical characteristics are almost as varied as their range. Many have horns, regardless of gender, and some boast a truly impressive set that appear as sharp tines or broad, palmlike expanses of solid bone, while others instead sport oversized, fanglike canine teeth that protrude from their lips like tusks. They are equal turns fleet-footed and stolidly powerful, and even the largest of cervids are capable of nimble movement in the heat of battle.

 

Cervid Traits

Characters with the cervid heritage share a variety of traits in common with one another.

Age: Cervids mature and age at a similar rate to humans.

Size: Most cervids are slightly taller than humans, typically standing between 6–7 feet tall (not including their antlers) and weighing between 150 and 300 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Fleet-Footed. You may use a bonus action to Hide or Disengage

Naturally Shod. You have a pair of cloven hooves instead of bare feet, meaning you cannot wear regular footwear such as boots and other shoes. However, your hooves are naturally hard and tough. Choose one type of terrain your deerlike form is adapted to: arctic, desert, forest, grassland, or mountain. You ignore naturally-occuring difficult terrain in that environment. You also take half damage from sharp terrain hazards, such as sharp rocks or broken glass.

Specialized Senses. You gain an expertise die on Perception checks made within the terrain you chose for your Naturally Shod feature.


Cervid Gifts

Cervids come in a variety of shapes and sizes, from slim and elegant to broad and barrel-chested. In addition to the traits found in your cervid heritage, select one of the following gifts.

Fleet Feet

While all cervids are quick on their hooves, you are especially aware and agile. You gain the following traits:

Alert Senses. You gain proficiency in Perception checks.

Bounding Vault. You may make a 10-foot leap in any direction. This leap does not provoke opportunity attacks . You may use this ability a number of times equal to your proficiency bonus per long rest .

Cervine Sprint. Your base Speed increases by 5 feet

Regal Antlers

While plenty of cervids have antlers, yours are particularly impressive—and dangerous. While this means you cannot wear headgear such as helmets, circlets, and diadems, you gain the following traits:

Intimidating Presence. You gain proficiency in Intimidation checks. You can always choose to use Strength when making Intimidation checks.

Natural Weapons. Your antlers are more than just for show. Choose bludgeoning or piercing damage. As a bonus action you may make an unarmed strike, dealing damage of the chosen type equal to 1d6 + your Strength modifier. This strike does not require the use of your hands to execute


Cervid Paragon

When you reach 10th level, you exemplify the best aspects of your kind and gain one paragon gift from the following list.

Like the Wind

Your Speed increases by 10 feet. You ignore difficult terrain when you Dash. When you make a melee weapon attack against a creature, until the end of your turn you do not provoke opportunity attacks from it.

Monarch of the Wilds

You gain an expertise die in Intimidation checks. Additionally, as a bonus action, you can draw on the terrifying majesty of the wilderness, stomping and pawing at the ground or giving a battle cry. All creatures you choose within a 30-foot radius to make a Wisdom saving throw versus your passive Intimidation. On a failure, they become frightened of you until the start of your next turn. You may use this ability a number of times equal to your proficiency bonus per long rest .


Cervid Culture

Most cervids tend to form extended, closeknit family groups where children are raised communally. While some of these families are sedentary, settling into cities and villages, many cervid groups in rural areas opt for a more transient lifestyle, foraging as they go. Obligate vegetarians, any hunting cervids participate in is almost always for fur, feathers, and hides, and they frequently enlist the aid of others who will benefit from the meat produced by their kills. Whether cosmopolitan or itinerant, cervids are often reluctant warriors, turning to violence only when threatened or provoked. Some underestimate their skills due to their slight build, but even the slimmest of cervids are fierce combatants, leveraging their natural speed and agility to their advantage.

The family groups of cervids wandering the wilds often make frequent stops in local settlements to trade, coming out of the woods or down from the mountains on a fairly set schedule. Among these itinerant cervids there is often a member known as a hedge witch : a wise stag or doe who serves as a soothsayer and has extensive knowledge of the remedies of the wilds. Though the occupation of hedge witch is not restricted to the cervid people, to them this title is highly-respected and often hereditary. This hedge witch may provide their services to outsiders for payment or as a reward for assisting the group.

Cervids found in city centers often style themselves as more urbane than their kin, melting into a settlement’s culture with almost chameleon-like proficiency. They excel at a wide range of professions, from palace advisor to village blacksmith. Though some may eschew what they view as the “mystical” trappings of the cervids in the wilds, many still make pilgrimages to the lands of their forebears and a few choose never to return.

Regardless of their lifestyle, nearly all cervids retain a cultural affinity for incorporating the antlers and tusks of the departed into family heirlooms. These items, including weapons, jewelry, and other implements, are passed down from generation to generation as a way of honoring those who came before them. Carefully polished and carved, such heirlooms are treated with great respect and are often reminiscent of beautiful art objects. Cervids may also gift a carved antler to a particularly dear friend or present it as a reward for accomplishing a great deed in their family’s service.


Suggested Cultures

While you can choose any culture for your cervid character, the following cultures are linked closely with this heritage: artisan , cosmopolitan , nomad , villager , wildling .

Dungeon Delver's Dungeon Generation

Dungeon Delver's Dungeon Generation

This section contains random dungeon generators, each of which lets you map and stock a complete dungeon of any size. Each generator is themed around a common type of dungeon locale: bastion, cavern, laboratory, mine, ruin, sewer, temple, and tomb.

You can use each of these generators to produce a dungeon map of rooms and passages, populated with novelties, obstacles, discoveries, and specific room details, as well as level-appropriate combat and noncombat encounters and treasure. These generators are intended to inspire you: once they’ve done so, feel free to follow your inspiration and not the printed instructions! You might use a generator only to help you create a random map and ignore the rest. Conversely, if you already have a map you want to use, you can skip the map generation process, instead rolling on the Passage Contents and Room and Chamber Contents tables for each dungeon location. Or you can browse through the entries, cherry-picking your favorites to add the finishing touches to a dungeon of your own creation.

 

Try the Dungeon Builder tool! 

Pagination