Spiderborn (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 9-15-25
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Blessed by the spider gods, you can do whatever a spider can. 20 0 Good Good Good Poor Other Other


Spiderborn[edit]

In the depths of the Astral it is said a mysterious spider-like entity crawls between the spaces between the planes themselves. This creature has many names, Mal’vool, the Ama Xeng, Pytorparxer, or even simply the Cosmic Spider. A capricious and mysterious entity, it finds seemingly random people among the planes with latent traits of bravery and grants them its boon. Those blessed with the “bite” of the cosmic spider gain amazing and incredible powers similar to that of spiders, including the ability to crawl on walls, generate mystic webbing, superior instinct and sensitivity, and more. It is unclear why the spider does this, or why it chooses these sorts of empowerments over the more common warlock pact or divine worship.

Making a Spiderborn[edit]

Abilities: Spiderborn suffer from MAD, as they find Strength, Dexterity, Constitution, and Wisdom all important. However finesse can help reduce this, as well as the benefits gained from their affinity class ability.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As rogue.

Table: The Spiderborn

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed Damage Thread Range
Fort Ref Will
1st +1 +2 +2 +0 AC Bonus (+2), Spider Blessing, String Shot, Unarmed Strike 1d6
2nd +2 +3 +3 +0 Evasion, Spider Sense, Uncanny Dodge 1d6
3rd +3 +3 +3 +1 Grapple Thread, Safety Fall, Wall Crawler 1d6 30 ft
4th +4 +4 +4 +1 Affinity +2, Masterwork Form, Spider Blessing 1d8 40 ft
5th +5 +4 +4 +1 Improved Uncanny Dodge, Prescience 1d8 50 ft
6th +6 +5 +5 +2 Flying Spider, Mobile Fighter, Mobility 1d8 60 ft
7th +7 +5 +5 +2 Spider Blessing 1d8 70 ft
8th +8 +6 +6 +2 Affinity +4/+2, Balancing Act 1d10 80 ft
9th +9 +6 +6 +3 Improved Evasion, Improved Safety Fall 1d10 90 ft
10th +10 +7 +7 +3 Freedom, Spider Blessing 1d10 100 ft
11th +11 +7 +7 +3 AC Bonus (+4), Uncanny Defense 1d10 110 ft
12th +12 +8 +8 +4 Affinity +6/+4/+2, Improved Spider Sense 2d6 120 ft
13th +13 +8 +8 +4 Spider Blessing 2d6 130 ft
14th +14 +9 +9 +4 Cosmic Web, Perfect Mobility 2d6 140 ft
15th +15 +9 +9 +5 Perfect Prescience 2d6 150 ft
16th +16 +10 +10 +5 Affinity +8/+6/+4/+2, Spider Blessing 2d8 160 ft
17th +17 +10 +10 +5 Foresight 2d8 170 ft
18th +18 +11 +11 +6 Double Reaction 2d8 180 ft
19th +19 +11 +11 +6 Spider Blessing 2d8 190 ft
20th +20 +12 +12 +6 Affinity +10/+8/+6/+4/+2, Greater Double Reaction 2d10 200 ft

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (architecture) (dungeoneering) (geography) (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Spiderborn.

Weapon and Armor Proficiency: Spiderborn are proficient with all simple weapons, as well as the bolas, net, sap, shuriken, and whip. They are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load the spiderborn loses his AC bonus.

AC Bonus (Ex): When unarmored and unencumbered the spiderborn has a +2 armor bonus, and adds his Wisdom bonus (if any) to his AC. The Wisdom bonus to AC applies even against touch attacks or when the spiderborn is flatfooted. He loses these bonuses when immobilized or helpless, when he carries a shield, or when he carries a medium or heavy load. At 11th level, the armor bonus rises to +4.

Spider Blessing: The blessings of the spiders manifest differently for each chosen spiderborn. Choose one of the following abilities you qualify for below. At 4th and every three levels beyond (7th, 10th, etc) you may choose another blessing you qualify for.

Arms of the Spider: The spiderborn’s body mutates, granting them a second pair of arms. Additional arms do not grant additional attacks, but it allows additional limbs for holding, climbing, or wielding. You may take this multiple times, to a maximum of six arms. This change in your body does force you to treat your body as monstrous for the purposes of armor fitting. Minimum level 4th.

Bonus Feat: You gain a bonus feat you qualify for from the Fighter or Monk bonus feat list. You may only select this ability once.

Dimensional Binding "(Su)": Those affected by your string shot are also affected by ‘’dimensional anchor’’ while they are affected. Minimum level 7th.

Domain of the Biotic "(Sp)": You gain the following spell-like abilities at the listed class level. Each can be used 1/day: 1st-camouflageSpC (level 1), 2nd-shock sting (level 3), 3rd-mantle of the shocker lizard (level 5), 4th-persistent invisibility (level 7), 5th-electromagnetic cannon (level 9), 6th-lightning battery (level 11), 7th-static charge (level 13), 8th-repel metal or stone (level 15), 9th-chidori (level 17). The save DCs are Wisdom based.

Domain of the Poisonous "(Sp)": You gain the following spell-like abilities at the listed class level. Each can be used 1/day: 1st-breath of the jungleSpC (level 1), 2nd-poison needle (level 3), 3rd-spider poisonSpC (level 5), 4th-poison (level 7), 5th-cloudkill (level 9), 6th-poison storm (level 11), 7th-toxic (level 13), 8th-red tideSpC (level 15), 9th-malificent poison (level 17). The save DCs are Wisdom based.

Domain of the Swarm "(Sp)": You gain the following spell-like abilities at the listed class level. Each can be used 1/day: 1st-lesser spider formDotU (level 1), 2nd-summon swarm (spiders only, level 3), 3rd-spiderskinSpC (level 5), 4th-giant vermin (level 7), 5th-spiderformSpC (level 9), 6th-spider plagueSpC (level 11), 7th-stone spidersSpC (level 13), 8th-creeping doom (level 15), 9th-spider shapesSpC (level 17). The save DCs are Wisdom based.

Domain of the Trapper "(Sp)": You gain the following spell-like abilities at the listed class level. Each can be used 1/day: 1st-alarm (level 1), 2nd-web (level 3), 3rd-snare (level 5), 4th-wingbindSpC (level 7), 5th-hivecraft (as webbing, level 9), 6th-guards and wards (level 11), 7th-ghost trapSpC (level 13), 8th-dimensional lock (level 15), 9th-mass hold monster (level 17). The save DCs are Wisdom based.

Elemental String Shot "(Su)": Choose an energy type (acid, cold, electricity, or fire). Your string shot may deal either its base untyped damage or the new energy damage. It also comes with the following effect which lasts for 1 round: Acid lowers AC by 2. Cold reduces movement speeds by 10 ft (minimum 0). Electricity reduces attack rolls by 2. Fire deals an additional 1d6 damage at the end of the round.

Finesse: Choose your Dexterity or Wisdom score. You may replace your Strength modifier with Dexterity or Wisdom for the purpose of attack and damage rolls. You count as possessing the Weapon Finesse feat.

Hostile Grapple Thread "(Su)": Your Grapple Thread class feature may target creatures as well as objects. A successful touch attack followed by a successful grapple check brings you to your target (or your target to you) without provoking attacks of opportunity. It does not leave you or your target grappled. Minimum level 4th.

Lethal String Shot "(Su)": Your string shot becomes more dangerous. Add your Dexterity or your Wisdom modifier to damage dealt. It may deal lethal damage at your choosing.

Proportional Strength "(Ex)": You gain the Monstrous Strength class ability of the juggernaut.

Psychoactive Skin of the Spider "(Su)": You gain a single psychoactive skin with a value of up to your class level squared x 250. For example at 10th level, you can afford a skin up to 25,000 gp. The skin is bonded to you and cannot be removed, but it can be toggled to be suppressed and hidden as a move action. Each time you level you can choose the properties of a new psychoactive skin. Minimum level 10th.

Spider Fang Fist "(Su)": Your unarmed strikes carry a poison with them which triggers on impact. 1d6 Str/1d6 Str, DC is Constitution based. Minimum level 4th.

String Shotgun "(Su)": You can choose to fire your string shot against all targets in a 15 ft cone. You may select a 30 ft cone when you reach class level 7th, and a 60 ft cone when you reach class level 14th.

Tremorwalk "(Ex)": The spiderborn gains tremorsense out to 60 ft, or twice that amount if detected through a web. In addition, you are immune to the effects of webs and the ‘’web’’ spell.

Verminfriend "(Ex)": Mindless vermin do not initially register you as hostile or prey, and you can speak with them as if ‘’speak with animals’’ applied. Mindless creatures have little to say and instinctual personalities, but can communicate most basic information.

Whirlwind of Blows "(Ex)": You gain Whirlwind Attack as a bonus feat. You can also whirlwind attack with your string shot, but only out to a range of twice your normal reach. Minimum level 4th.

String Shot (Su) and (Ex): The spiderborn may project packets of webbing against their foes with an attack action, duplicating the effect of a tanglefoot bag with a ranged touch attack, and a range increment of 10 ft or 1/2 their thread range, whichever is more. At their option, they may choose to deal their base unarmed damage with no additional damage from ability modifiers as non-lethal damage along with the tanglefoot bag effect. The spiderborn may use this once per class level, plus one additional time per four levels for unassociated class levels. Uses recharge after 1 hour of non-stressful situations or rest. The DC for this ability is 10 + 1/2 HD + the spiderborn's Wisdom modifier. Some spider blessings may further modify this ability, granting additional options. While the generation of string shot is a supernatural ability, the resulting webbing is extraordinary and does not vanish in an antimagic field.

Unarmed Strike: Much like a monk, a spiderborn gains Improved Unarmed Strike which scales with their class level (and counts as monk levels for the purposes of pre-requisites and multiclassing). A spiderborn also counts as a monk for the purpose of interacting with scaling monk class features and Stunning Fist, where applicable.

Evasion (Ex): At 2nd level or higher if a spiderborn makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the spiderform is wearing light or no armor. A helpless spiderborn does not gain the benefits of evasion.

Spider Sense (Ex): The 2nd level spiderborn gains an uncanny ability to predict the unpredictable and react to unseen dangers. They may use either their Dexterity or Wisdom bonus to determine their bonus to initiative, and they gain 1/2 their class level as an insight bonus to their AC and saves against traps.

Uncanny Dodge (Ex): At 2nd level, a spiderborn retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However he still loses his Dexterity bonus to AC if immobilized. If a spiderborn already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Grapple Thread (Su): The 3rd level spiderborn can project a long string of web as a move action, and move that distance in a straight line to its location up to a maximum distance of his thread range (see table). This can allow the spiderborn to grapple themselves to higher surfaces or beyond their usual movement speed. However they may only use grapple thread once per round. If they grapple an unsecured object lighter than themselves, they instead drag said item to themselves instead of moving to its location.

Safety Fall (Ex): The 3rd level or higher, a spiderborn within arm's reach of a wall can use it to slow his descent. They take no damage from falling regardless of the distance.

Wall Crawler (Ex): At 3rd level the spiderborn is changed fundamentally and granted the climbing powers of a spider. They gain a climb speed equal to their land speed, as well as a +8 bonus to Climb checks and the ability to take 10 on Climb checks even when under stress. They can hold onto the walls and ceiling even with a single limb, though they need at least two limbs free to move.

Affinity (Su): The 4th level spiderborn is granted superhuman abilities innately. They gain a +2 enhancement to any one ability score of their choice. Whenever they level up they may reassign there their enhancement bonus is granted. At 8th level they gain a +4 bonus and a +2 bonus for two ability scores of their choice. This continues at 12th level for +6, +4, and +2. At 16th, it becomes +8, +6, +4, and +2. Finally it becomes +10, +8, +6, +4, and +2 at 20th.

Masterwork Form (Ex): The 4th spiderborn's body is honed to perfection. They may enhance their body as if it were light armor or robes, and their unarmed strike as if it were a masterwork weapon. Their unarmed strike gains a +1 enhancement bonus to attack rolls for being masterwork.

Improved Uncanny Dodge (Ex): At 5th level and higher, a spiderborn can no longer be flanked. This defense denies a rogue the ability to sneak attack the spiderborn by flanking him, unless the attacker has at least four more rogue levels than the target has spiderborn levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Prescience (Sp): A 5th spiderborn is always prepared. If they can focus for 15 minutes, they may cast moment of prescience at will with a caster level equal to character level. This counts as moment of prescience and does not stack with either the spell or itself. This is considered a spell level 1/2 your character level (maximum 8th at 16 HD and beyond).

Flying Spider (Su): The spiderborn is able to grapple from place to place instinctively, using brief rapid grapple threads to keep themselves airborne. So long as they are within range of a surface equal to their thread range, they effectively have a fly speed equal to their land speed (perfect), up to a height of the highest object in range +20 ft. For example, the 6th level spiderborn can be next to a 100 ft tall cliff and can fly as long as they are within 60 ft of the cliff, up to a height of 120 ft in altitude. If they possess the Hostile Grapple Thread class ability, creatures (including allies and enemies) count as valid objects to grapple onto.

Mobile Fighter (Ex): The spiderborn is always on the move and must fight in motion. At 6th level and beyond, the spiderborn may make a full attack and move up to their move speed, splitting up their attacks between movement as they see fit. If they charge, only the first attack is considered a charge attack. They count as possessing the Spring Attack feat for the purpose of pre-requisites.

Mobility: The 6th spiderborn gains Mobility as a bonus feat. If they already have the Mobility feat, they may select any other Fighter or Monk bonus feat they qualify for.

Balancing Act (Ex): Spiderborns are masters of fine balance. At 8th level and beyond the spiderborn divides the DCs of all balance checks by 1/2, even epic balance checks. They may take 10 on Balance checks even in stressful situations. In addition they may count themselves as weighing 1/10th of their normal weight when beneficial.

Improved Evasion (Ex): At 9th level, a spiderborn’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless spiderborn does not gain the benefit of improved evasion.

Improved Safety Fall (Ex): At 9th level and beyond, a spiderborn no longer needs a wall to avoid falling damage. They never need to take falling damage.

Freedom (Su): The 10th level spiderborn benefits from the freedom of movement domain power of the Travel Domain as if they were a cleric of their class level.

Uncanny Defense (Ex): At 11th level, a spiderborn can react to danger even when it is too late to avoid it. As an immediate action, they may reduce the damage from any one attack by half so long as they are not immobilized or flat-footed.

Improved Spider Sense (Ex): The 12th level spiderborn's spider sense improves. They add both Dexterity and Wisdom bonuses (if any) to their initiative, and they are constantly under the effect of detect hostile intent.

Cosmic Web (Sp): A 14th spiderborn gains access to the same cosmic web the mythical Mal'vool crawls. Treat this as the ability to use shadow walk over the course of 1 minute, except they travel on the edge between the material and astral planes as they clamber through a spiderweb connecting different points in space.

Perfect Mobility (Ex): At 14th level and beyond, the spiderborn no longer provokes attacks of opportunity for moving through threatened spaces.

Perfect Prescience (Ex): The 15th level spiderborn can avoid danger absolutely, but only once per day. As an immediate action, they automatically avoid any one attack, succeed on any one saving throw, or otherwise ignore one attack (even if it automatically hits such as magic missile). They may use this ability after they know the attack would hit or the save would fail, but before damage or consequences are made. The use of this ability is taxing, and renders the spiderborn dazed for 1 round ignoring any immunities they would have. This ability is different from Prescience, and does not prevent the use of Prescience.

Foresight (Sp): A 17th spiderborn may use foresight as a spell-like ability at will, but only to one target at a time.

Double Reaction (Ex): At 18th level and beyond, the spiderborn is so reactive they gain more reactions than normal. Once per day, they may choose to make two immediate actions in a round.

Greater Double Reaction (Ex): The 20th level spiderborn may use Double Reaction at will instead of just once per day.

Human Spiderborn Starting Package[edit]

Weapons: Unarmed Strike.

Skill Selection: Pick a number of skills equal to 7 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex 0
Bluff 4 Dex
Escape Artist 4 Dex 0
Listen 4 Dex
Move Silently 4 Dex 0
Spot 4 Dex
Tumble 4 Dex 0

Feat: Combat Reflexes.

Bonus Feats: Improved Initiative.

Gear: None.

Gold: 125 gp.

Campaign Information[edit]

Playing a Spiderborn[edit]

Religion: Few spiderborn know anything about their origins, so few worship Mal'vool. Some may, but the Cosmic Spider cares nothing for worship and would not answer prayers even if it does exist.

Other Classes: Others may see spiderborn as monks with a lot of tricks and wall climbing powers.

Combat: You are a mobile fighter, always jumping from target to target and relying on positioning to ensure you always have access to your flight.

Advancement: Some monk related classes may be appropriate for the spiderborn.

Spiderborn Lore[edit]

Characters with ranks in Knowledge Local or Knowledge The Planes can research spiderborns to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Local or Knowledge The Planes
DC Result
10 Spiderborns are web-shooting pugilists enhanced by the supernatural power of the Cosmic Spider.
15 Spiderborns can effectively fly, so long as they have something to grab onto with their webbing. They are highly mobile.
20 Powerful spiderborns can predict blows, reducing damage from direct hits and even slipping into other dimensions.
30 Those that reach this level of success can research specific spiderborns, their motives, locations, and other trivia.



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Eiji-kun's Homebrew (5670 Articles)
Eiji-kunv [Expand]
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillBalance +, Bluff +, Climb +, Craft +, Disable Device +, Disguise +, Escape Artist +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Perform +, Profession +, Search +, Sense Motive +, Sleight of Hand +, Spot +, Survival +, Tumble + and Use Rope +
Skill Points6 +
SummaryBlessed by the spider gods, you can do whatever a spider can. +
TitleSpiderborn +
Will Save ProgressionPoor +