Base Class: Monk
Monks of the Way of the Arachnid follows the path of the spider. Some call the monks Spider-Men. Using their studies of the spider, the monks have even learned how to produce webbing coming out of their own hands.
Spidery Combat
At 3rd level, you learn three web shots of your choice, which are detailed under “Web Shots” below. Many web shots enhance an attack in some way. You can use only one web shot per attack.
Unless stated otherwise, a web shot is a ranged weapon attack with a range of 20/60, deals bludgeoning damage equal to your martial arts die + your Dexterity modifier and can replace any unarmed strikes. The web will normally dissolve after 1 minute. The webbing can be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Some web shots require a check or save by the target. This is against your Ki save DC.
You learn two additional web shots of your choice at 6th, 11th, and 17th level. Each time you level up in this class, you can also replace one web shot you know with a different one.
You can use web shots a number of times equal to your proficiency bonus every short or long rest. While you have no uses available, you can spend 1 ki point to use a web shot again.
Web Shots
The web shots are presented in alphabetical order.
Blinding Web
You can aim a web shot on a creature’s eyes. On a hit, the target must make a Dexterity saving throw. On a failed save the target is blind until anyone spends an action to get the web off.
Disarming Web
If you hit a creature, it must make a Strength saving throw. On a failed save, the target drops one held object of your choice and that object is pulled within 5 feet of you.
Focused Web
You gain advantage on the web shot.
Lasting Web
You shoot a string of web from one place to another within range. The web is half an inch wide, semi translucent and can carry 500 pounds without tearing. It will remain until destroyed.
Muted Web
You can aim a web shot on a creature’s mouth. On a hit, the target must make a Dexterity saving throw. On a failed save the mouth is closed and the target is unable to use their mouth until anyone spends an action to get the web off.
Potent Web
You deal additional damage equal to one roll of your martial art die. This can be used with other web shots and can be chosen after you hit.
Pushing Web
If you hit a creature, it must make a Strength saving throw. On a failed save, the target is pushed 10 feet away from you.
Sticky Web
You can aim a web shot on a creature’s hands. On a hit, the target must make a Dexterity saving throw. On a failed save the target is unable to use somatic components or claws, and the target is unable to remove any held object until anyone spends an action to get the web off.
Swinging Web
If you hit a surface higher than you, you can swing from the web and land in any space within the radius of the length of the web shot. You can also jump at the end of the swing to extend the landing radius, or you can choose to remain holding the web.
Tripping Web
If you hit a creature, it must make a Strength saving throw. On a failed save, you knock the target prone.
Web Restriction
On a hit on a huge or smaller creature, the target must succeed on a Strength check or become stuck in the web, reducing their speed to 0. If stuck, the target or another creature can spend their action to make a Strength check against your DC, bursting the webbing on a success.
Web Sniper
The range of the web shot is doubled. This can be used with other web shots.
Web Whip
If you hit a creature, it must make a Strength saving throw. On a failed save the target is pulled 10 feet towards you. If you hit an unsecured object, the object is pulled within 5 feet of you. If you hit a surface, like a wall or roof, you can pull yourself towards the web shot, and you can stop in any empty space between you and the web shot you made.
Embodiment of Arachnids
At 6th level your body is skilled in the art of arachnids.
- Jump. Your jump distance is doubled.
- Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Web Sense.While in contact with a web, you know the exact location of any other creature in contact with the same web.
- Web Walker. You ignore movement restrictions caused by webbing.
- Magical Web. Your web shots now counts as magical.
Web Strike
At 11th level your web shots are more potent. Web shots now deal bludgeoning damage equal to two rolls of your martial arts dice + your Dexterity modifier.
Also, you can choose to deal additional poison damage equal to one roll of the martial arts die on some web shots. You can choose this after you hit. You can use this feature a number of times equal to your proficiency bonus every long rest. While you have no uses available, you can spend 1 ki point to use this feature again.
Spiders Web
At 17th level you can use an action to conjure a mass of thick, sticky webbing at a point of
your choice within 60 feet. The webs fill a 20-foot cube from that point for one hour. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the web is destroyed at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
You can use this feature once every long rest. While you have no uses available, you can spend 3 ki point to use this feature again, but only one use can be active at a time.
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