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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.”