Monk
Base Class: Monk

The Way of the Arachnid Monk  possesses the proportionate powers of a spider, granted to him from an irradiated Common House Spider (Achaearanea tepidariorum) which bit him that was apparently already mutated from prior exposure to certain frequencies of radiation, a surge of wild magic, arcane or scientific experimentation and received a final, lethal dose during his introduction to the tradition. The radioactive, complex mutagenic enzymes in the spider's blood that were transferred at the time of the bite triggered numerous body-wide mutagenic changes within the monk, granting him superhuman strength, speed, toughened flesh, and numerous arachnid-like abilities. That mutation granted him an "enhanced chromosome pattern".

Some sages said  that this powers were not of scientific origin, but were a sign that they had become a totemic avatar of the Web of Life and Destiny. While somo monks initially struggled to accept this, they later came to the conclusion that both were plausible, and has had they powers mystically augmented on a number of occasions.

Smartest man in the Room

You can use your Intelligence instead of your wisdom in any Class feature (Any abilities,  save DC, Armor Class, etc), in addition. You gain proficiency in Tinker´s Tools,  Alchemist's Supplies and your choice in: Arcana, History, Insight, Investigation, Medicine or Nature.

Spider Physiology

Do What a Spider can
you always have certain spells prepared after you reach particular levels in this class, as shown in the Arachnid Spells table. but they don't count against the number of Arachnid spells you prepare.

Monk Level Spell
3rd Jump*
5th Web
9th Slow**
13th Freedom of Movement*
17th Hold Monster**

* Self only
** the effect is made by webs


Webslinger
Your ki manifest in for of Web production and control of it.

As an attack or as an bonus action, you may target a surface, object or creature within a distant equal to your movement speed. If the target is Small or Smaller, you can make a Strength (Athletics) grappling check to pull it to you and grapple it. Alternatively, if the target is Medium or larger, you can choose to be pulled to it, however, this does not grapple it, when use in this way you can use as a move action and you can chain it together in a elegant and continuous fashion similar to fly except that you need to be within your range of a target. in addition, you can use this ability as a reaction when you fall to pull yourself up to 10 feet in any direction, or create a rope of web of up to 60 feet in length and anchor it to a point you choose.

Webcrawler

When in Web of any kind you can walk through the web without penalty.in any direction. In addition,  when you cast the Web spell, you can  spend 2 ki points or by expending a spell slot of level 1 or above. If you do this, you don´t concentrate on it.

Wallcrawler

You can cast the Spider Climb Spell, on yourself by spending 2 ki points when you use it this way you don´t need concentrate on it and you double its duration, in addition you can cast it as a Reaction

Arachnid manifestations

When you join this Monastic Tradition at 3rd level, you learn do your Spider Powers and engineer prowess  the ability to cast spells.

You learn an additional spell added tu your spell list  when you gain this subclass, as shown in the Arachnid Spells table. Each spell counts as a Artificer spell for you.

Arachnid  Spells
Monk Level Spells
3rd Ensnaring Strike**, Entangle**, Gift of Alacrity*, Heroism*, Shield, Zephyr Strike
5th Borrowed Knowledge, Earthbind**, Find Traps, Hold Person**, Pass without Trace
9th Nondetection
13th Greater Invisibility*
17th Steel Wind Strike

* Self only
** the effect is made by webs

As an Arachnid monk, you use your new enhanced physiology, webs, wits, and gadgets when you cast your spells. When describing your spellcasting, think about how you're using a tools and powers to perform the spell effect. 

SPELLCASTING

See chapter 10 of the Player’s Handbook for the general rules of spellcasting

Spell Slots. 
The Way of the Arachnid has the same amount of spell slot as a Artificer of the same level

The Way of the Arachnid Spellcasting table shows how many spell slots you have to cast your Artificer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Preparing and Casting Spells


You prepare the list of arachnid spells that are available for you to cast, choosing from the Artificer spell list. When you do so, choose a number of Artificer spells equal to your Intelligence modifier + half your Monk level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level a monk way of the arachnid , you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

 

Spellcasting Ability 

Intelligence is your spellcasting ability for your way of the arachnid spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an arachnid spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an way of the arachnid spell you cast and when making an attack roll with one.

 

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

 

 

Spell attack modifier = your proficiency bonus + your Intelligence modifier
 

Spider Physiology II

Proportional strength of a spider: You count as two size larger when determining your carrying capacity and the weight you can push, drag, or lift and you triple your jumping distance. additionally, you have advantage on Strength checks and Strength saving throws.

Enhanced Immune System:  You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

Spider Reflexes: you have advantage on Dexterity checks and have resistance to falling damage (half the falling damage before apply others reductions) , additionally, you can spend 1 ki point as a Reaction to take the Dodge action.

Spider Physiology III

Proportional strength of a spider II:  You count as one additional size larger when determining your carrying capacity and the weight you can push, drag, or lift and when a making a weapon attack by throwing the weapon with or without the thrown property increase their short range by 60 feet and their long range by 80 feet for you. additionally, when you hit a creature with a melee weapon attack, you can expend one spell slot or 1 ki point to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st or for each 1 ki points extra you spend , to a maximum of 5d8

Spider-Sense

a precognitive danger or "spider" sense which warns him of potential or immediate danger by the manifestation of a tingling sensation in the back of his skull, and links with his superhuman kinesthetics, enabling him to evade most any injuries unless he cognitively overrides his automatic reflexes. The precise nature of this sense is unknown,

You gain the ability to cast Foresight Spell on himself as a action by spending 9 ki points.

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