Base Class: Monk
Gifted with with the powers of a spider, Miles Mor ales moves with impossible grace and strikes with electric intensity. by mastering his unique bio-electric 'Venom' energy and versatile web-shooters, he controls the chaos of combat, incapacitating foes, and navigating the environment with ease. Those who follow this path become agile, wall-crawling protectors who strike from the shadows to leave enemies dazed, bound, and helpless.
Spidey-Sense
Spidey-Senses: You gain the following abilities:
- Heightened Senses: Your senses are constantly attuned to danger. You have advantage on initiative rolls, you cannot be surprised while you are conscious, and other creatures do not gain advantage on attack rolls against you for being unseen.
- Sidey-Tingle: You have advantage on Wisdom (Perception) checks, but only on when detecting threats that pose immediate danger against you or creatures within 20 feet of you.
- Combat Reflexes: When you are targeted by an attack or are required to make Dexterity saving throw, you can use your reaction to either impose disadvantage on the attack or gain advantage on the Dexterity saving throw. The disadvantage only applies to the one attack.
Wall Walker
Wall Walker: You gain a climbing speed equal to your walking speed. You can move up, down, left, or right, without having to make ability checks. While climbing in this manner you are not restricted in your actions; you can attack and use your abilities freely, assuming that the criteria is met for the ability you wish to use.
Sticking to the surface requires concentration and getting hit requires a successful Concentration check or you fall from the surface. Walking on the wall constantly uses your bonus action automatically and you cannot stick to the surface if you have already performed your action for that turn.
Web-Shooters
You have engineered wrist-mounted web-shooters. You carry a maximum of 5 cartridges at once, each holding 4 charges. you can swap an empty cartridge for a full one by taking a short or long rest. Replenish your supply by visiting a well stocked laboratory, or your home lab, where you can craft more webbing and carefully fill the cartridges for 20gp each.
Web Maneuvers:
- Web-Swing (1 charge): As a bonus action, move up to your speed by swinging through the air up to 40 feet. While swinging you do not use your movement for this turn and opportunity attacks made against you are at disadvantage.
- Web-Strike (1 Charge): As an action, make a ranged attack against a creature within 30 feet using both to fire a a web-line. On hit you deal 1d4 bludgeoning and jerk the enemy 5 feet in 1 direction (left, right, or towards you), the creature must succeed a Dexterity saving throw against your DC or fall prone on a failed save.
- Slingshot Strike (2 charges): You can spend 2 charges to fire two web-lines at the floor near the target, using the tension to launch yourself into a flying strike. This movement does not invoke any opportunity attacks. You must roll for a melee attack. On a hit the target takes 2d6 bludgeoning damage and must succeed on a Strength saving throw or be launched back 10 feet, on a failed save.
- Web Bomb (1 cartridge): You can take 1 cartridge from your inventory set it to detonate and throw it at a point within 30 feet. when the cartridge detonates every creature within 15 feet of that point must succeed ion a Dexterity saving throw, against your DC or be Restrained. As a bonus action, at the beginning of the creatures' turn they can make a strength check against your DC to break out of the webbing, or use their action to cut themselves free. They can not choose to do both.
Bio-Camouflage
By manipulating your bioelectric field and focusing your intent, you can blend seamlessly into your surroundings. You gain the ability to become invisible, at the cost of 2 Ki points and can not use the ability again until you complete a short rest of at least 2 hours to allow the bioelectric energy to recharge.
This ability requires no verbal, somatic, or material components.
Venom Powers
The genetically enhanced spider bite has granted you the ability to channel your inner energy as a potent form of bioelectricity. You gain access to unique venom abilities which are fueled by your pool of Ki points.
- Venom Charge (1 ki point): As a bonus action, you can add 1d8 lightning damage to a successful web-shooter ability or 1d6 lightning damage to a successful unarmed strike. This ability increases as you grow stronger. (2d8= level 10 and 2d8= level 15).
- Venom Pulse (2 Ki points): You can use your action to release a pulse of bioelectric energy. All creatures within 15 feet must succeed on a dexterity saving throw or take 2d6 lightning damage on a failed save, and half as much on a successful save. This ability increases as you grow stronger. (3d6= level 10 and 4d6= level 15).
Web-Cartridge V2
Your specialized web-shooters have been upgraded granting you a higher yield for your cartridges. Your cartridges now hold 6 charges per cartridge.
Web Cartridge V3
Your specialized web-shooters have been upgraded granting you a higher yield for your cartridges. Your cartridges now hold 8 charges per cartridge And you can now hold 6 cartridges.
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