Monk
Base Class: Monk

Monks of the Way of the Spider value flexibility and awareness. These monks focus on controlling their opponent and maneuvering them into an advantageous position, giving them the upper hand before closing in on their prey. 

Webslinger

At 3rd level, your ki manifests in the form of web sacs beneath the skin of your wrists and fingertips. Your climbing speed is equal to your walking speed and may remain in place so long as you have two appendages available to grip the surface. Additionally, as a bonus action, you may shoot weblike ropes out to a range of 30ft towards objects and surfaces. The range you can fire your Webropes increases to 60ft at level 6, 90ft at level 11, and 120ft at level 17. These weblike ropes function just like a rope, except they can stick to most surfaces. Other creatures may attempt to climb them. You have advantage on checks made for climbing your own Webrope. The DM may decide what is and is not capable of being gripped by your webbing.

Spider Maneuvers

Additionally when you choose this tradition at 3rd level, you learn special maneuvers that harness the power of your websacs. A maneuver requires you to spend ki points each time you use it. For these maneuvers, your webbing has an AC equal to 8 + your wisdom modifier + your proficiency bonus and an HP of 20. You learn all of the the 'Spider Maneuvers'  which are detailed below. 

Blinding Shot

When you hit a creature with a unarmed attack, you can spend 1 ki point to attempt to Blind the target. The target must make a Wisdom saving throw. On a failed save, it is Blinded until the end of your next turn.

Disarming Strike

When you hit a creature with a unarmed attack, you can spend 1 ki point to attempt to Disarm the target. The target must make a Wisdom saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Spending an additional ki point will allow you to bring the object up to your hand. 

Slam

You can spend 2 ki points as an action to create webrope that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.

Web

You may spend 2 Ki Points to cast the Web Spell, Wisdom is your Spellcasting ability for this feature.

Webballs

You can create a blast of webbing that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.

Spider Sense

Starting at 6th level, your preternatural senses have become overly heightened like that of a spider. You cannot be surprised, have advantage on perception checks, and you gain a +5 bonus to your initiative. 

Enhanced Reflexes

Starting at 11th level, your keen reflexes allow you to escape most forms of danger or assaults, allowing you to retreat to safety. You have advantage on ability checks against being Grappled. Whenever a creature misses you with an attack roll or fails to grapple you, you can use your Reaction to move up to 10 feet, this form of movement does not provoke opportunity attacks. This form of movement can also be used to leap onto walls or the ceiling, so long as it is within range. Additionally, You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Spiderlike Physique

Starting at 17th level, your bodies' inherent physique has been enhanced by the Spider. Starting at 17th level, you no longer provoke attacks of opportunity when leaving an enemies melee range as your Spider-like dexterity reaches its zenith. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. and you can use your Dexterity Score in place of your Strength score for determining any strength-based ability checks or for factoring said carrying capacity or weight you can push,drag, or lift. Additionally you may use any combination of your Spider Maneuvers in place of your actions and bonus actions.

Previous Versions

Name Date Modified Views Adds Version Actions
11/2/2018 12:34:55 AM
115
5
1.1
Coming Soon
11/6/2019 5:48:45 AM
1166
50
1.2
Coming Soon
11/6/2019 5:57:36 AM
821
3
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes