Base Class: Monk
Hidden in plain sight, the secretive monasteries of these monks are scattered throughout the world, and yet, are all connected. Monks who have studied at these temples and dojos have pondered over the actions of spiders, and have learned to weave their Ki as spiders do their webs. They have trained to fight by imitating the hunting style of various spiders, and, unlike many other monks, who have learned to find serenity and tranquility, harness the chaos of their emotions, and bring life and vitality to many places.
Danger Sense
3rd-level Way of the Spider feature
Starting at 3rd level, you've honed your mind to feel when danger is near.
You gain the features of the Alert feat, which include the following benefits:
- You gain a +5 bonus to initiative.
- You can't be surprised while you are conscious.
- Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Additionally, you have advantage on all Dexterity saving throws.
Web Striker
3rd-level Way of the Spider feature
At 3rd level, you learn to channel your ki into a sticky, web-like energy that empowers your attacks. As an action, you can spend 1 ki point to target a creature up to 60ft away, and restrain them. The target must make a Strength saving throw against your ki save DC or be Restrained until the end of your next turn. A creature restrained by this effect can use its action to make a Strength save against your ki save DC to break free.
At 6th level, you can use this ability to strike surfaces and sturdy objects, such as trees, buildings, and carriages, and swing or slingshot yourself across the battlefield. As an action, you spend 1 ki point to target a vertical surface or object up to 60ft away, and throw yourself a distance equal to double the distance your web strike hit (hit an object 40ft away, travel 80ft). Difficult Terrain does not effect this movement, as you are considered airborne, however you must make an Dexterity (Acrobatics) check, DC 15, to land. On a failed check, you land prone.
At 11th level, you can apply the principles of the swinging web strike in combat. When you use this ability to restrain an enemy, you can spend an additional ki point to pull yourself to the enemy, or the enemy to you. If the enemy is your size category or smaller, they are pulled up to 60ft towards you, and must make a Dexterity save against your ki save DC. If they fail, make a free unarmed strike against them. If the creature is a size category greater than you, then you are pulled up to 60ft towards them, and they must make a Dexterity save against your ki save DC. If they fail, make a free unarmed strike against them.
Art of Wit
3rd-level Way of the Spider feature
You quickly distract and taunt a creature and turn its momentary frustration into encouragement for an ally. As a bonus action, you may spend 1 ki point to choose a creature that can hear you, and give it disadvantage to all attack rolls, skill checks, and saving throws until the end of your next turn. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You can then choose an ally you can see within 60ft of you (you can choose yourself). The chosen ally has advantage on the next attack roll against the disadvantaged creature until the end of it's turn.
Wall Crawler
6th-level Way of the Spider feature
At 6th level, you gains the ability to move up, down, and across, and generally cling to vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.
Strength of Speed
11th-level Way of the Spider feature
At 11th level, your body’s inherent physique has been enhanced. 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 these. Additionally, you can use your Dexterity score when making any Strength based ability checks.
One with the Spider
17th-level Way of the Spider feature
At 17th level, You embrace your inner arachnid, becoming one with The Spider. You gain one of the following features of your choice.
Patient Predator
You gain tremorsense out to 60 ft. Within that range you can see anything even if you're blinded or in darkness. You can also see invisible creatures unless it successfully hides from you.
Additionally, as an action, you can spend 3 ki points to create a web, as per the spell Web, without expending a spell slot, centered on yourself. You are unaffected by the spell for its duration.
Venomous Stalker
As part of stunning strike, you deal 1d10 additional lightning damage to your unarmed strikes. Additionally, you may spend 3 ki points to use the invisibility spell on yourself. While invisible in this form, you may add an additional 1d6 sneak attack damage to your attack, before becoming visible again.
Feral Huntsman
Your unarmed strikes now deal additional 1d10 slashing damage per hit. You also gain a bite attack, which uses your dexterity modifier to hit, and you are proficient with. The bite is venomous, and deals 1d4 piercing damage, and has the effects of the Hold Person spell. Additionally, you can spend 3 ki points to grant disadvantage on your targets save.
Feral Huntsman
Your unarmed strikes now deal additional 1d10 slashing damage per hit. You also gain a bite attack, which uses your dexterity modifier to hit, and you are proficient with. The bite is venomous, and deals 1d4 piercing damage, and has the effects of the Hold Person spell. Additionally, you can spend 3 ki points to grant disadvantage on your targets save.
Patient Predator
You gain tremorsense out to 60 ft. Within that range you can see anything even if you're blinded or in darkness. You can also see invisible creatures unless it successfully hides from you.
Additionally, as an action, you can spend 3 ki points to create a web, as per the spell Web, without expending a spell slot, centered on yourself. You are unaffected by the spell for its duration.
Venomous Stalker
As part of stunning strike, you deal 1d10 additional lightning damage to your unarmed strikes. Additionally, you may spend 3 ki points to use the invisibility spell on yourself. While invisible in this form, you may add an additional 1d6 sneak attack damage to your attack, before becoming visible again.
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