If the shield has other properties or traits that don’t have to do with AC, they can still be benefited from. If you hold a shield in this way, regardless of it being the only or the second shield you are holding, it only grants you a +1 bonus to your AC, regardless of the shield's properties. However, you can use one of your free hands to hold a shield even if you are already holding a shield with one of the arms on the other side of your body, or if you are already wielding one weapon per side of your body. You ignore movement restrictions caused by webbing.Įven though you have two arms on each side, fighting with more than one weapon per side would result in your weapons colliding. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If you hit with it, you deal poison damage equal to 1d6 + your Constitution modifier, instead of the bludgeoning damage normal for an unarmed strike. Your bite is a natural weapon, which you can use to make unarmed strikes using Dexterity. Constitution is your spellcasting ability for this spell. You can cast the Web spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. You regain all uses of this feature after you finish a long rest. You can use this feature a number of times equal to your Constitution saving throw. The web breaks at the start of the hit creature's next turn. If the flying creature was previously flying downwards or if it was staying still aloft, it just falls 50 feet horizontally. If the creature is flying and has to use a part of their body to do so such as their wings, it falls 50 feet diagonally in the direction toward which it was previously flying if it becomes restrained as a result of this attack, falling 2 feet vertically for each 1 foot moved horizontally. The DC for this save equals 8 + your proficiency bonus + your Dexterity modifier. If the attack hits, the creature is grappled by you until the start of its next turn, and it must immediately make a Strength saving throw, becoming restrained until the start of its next turn on failed save. Make a melee weapon attack using Dexterity against the target. You can't discern color in darkness nor in light, only shades of gray.Īs an action, you can create a string of sticky web and lash it out toward a creature within 30 feet of you. Thanks to the dozens of compound eyes that detect the position of light, you can see in dim light within 90 feet of you as if it were bright light, and in darkness as if it were dim light. You have a climbing speed equal to your walking speed. Spiderfolk range from under 6 to over 7 feet tall and have slender builds, with bipedal spiderfolk being shorter standing at 5 to 6 feet. Spiderfolk don't tend towards any specific alignment, but many people are led to think that they are evil due to their scary or intimidating appearance, or to their resemblance to driders. Spiderfolk are considered adult at 2 years of age and can live up to 25 years. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Spiderfolk always have eight limbs, but their distribution among legs and arms can vary. Taking a size factor F, this can be put into a formula: \$F*5'=L_\$ only has an upper limit of about 3.5 feet fully stretched with no real limit to the underside.Spiderfolk are cunning hunters, usually either very hairy or leathery on their legs, and with a number of eyes that varies from around a dozen to over a hundred, which grants them great eyesight thanks to their secondary eye lenses. Sizes in the Dungeons & Dragons scale with the 5' side area.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |