Homebrew
Web Walker. The spider ignores movement restrictions caused by webbing.
Spider Jump. The spider can jump upwards or forwards upto 15 feet.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4 +0) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 6 (2d6) poison damage on a failed save, or half as much damage on a successful one.
Distracting Dance. The spider does a jig that draws the attention of nearby creatures that can see it. Affected creatures must make DC 12 Intelligence saving throw or be enthralled by the dance. (If a creature has 6 Intelligence or lower they ignore the effect) They cannot take any actions as long as the spider continues dancing. Taking any damage will break the enthrallment and on their turn the creature can redo the saving throw.
A wild jumping spider will attempt to flee any potential threat and only attack when it's the last resort or the target is possible prey.