Base Class: Monk
The Way of the Webweaver is a monastic tradition that embodies the nimble grace and agility of legendary Spider-Monks. These monks possess unparalleled mobility, effortlessly traversing any surface with uncanny speed. Their martial prowess and unique abilities make them formidable opponents in combat.
Warning: This class is strong and not intended for balanced play
Spider Sense
At 3rd level, you gain the following features:
- Danger Detection: You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells, as long as you are not incapacitated. Also you can't be surprised while you are conscious.
- Improved Spider Reflexes: Your spider-like reflexes become even more honed, When you are subjected to an effect that allows you to make a Dexterity saving throw you can choose to save on it a number of times equal to your proficiency modifier.
Spider-Like
At 3rd level, you gain the following features:
- Spider-Like Agility: You gain proficiency in the Acrobatics skill. If you already have proficiency in Acrobatics, you can double your proficiency bonus when making checks with it.
- Web-Weaving: You gain the ability to weave webs from your wrists additionally allowing you to swing through environments. As a bonus action you can shoot a web to a nearby surface and gain a swinging speed up to double your movement speed in open space and equal to your walking speed in confined areas.
- Sticky Grip: You gain the ability to move effortlessly on vertical surfaces and across ceilings. You can climb difficult surfaces, including upside down, without needing to make an ability check. Additionally, you can move along vertical surfaces and across ceilings at your normal movement speed.
Web Techniques
At 6th level, you learn to channel your Ki into your webs, Choose Web Techniques from the list below. You can spend 1 ki point to use the technique as bonus action.
Gain additional techniques at levels 11, and 17.
You may also spend Hit dice for additional uses (up to a maximum of 4 dice).
Web Bomb
Create a pressurized web ball that when thrown can explode webs in a 20 foot radius. All creatures in the radius must make a Dexterity saving throw or be bound by the webs until the end of their next turn.
Web Impact
You shoot a thicker web blast at a creature within 30 feet. The creature must succeed on a Strength saving throw or be pushed back 10 + WIS modifier feet.
Web Shield
As a reaction, you can create a shield made of interwoven webs that grants your WIS modifier to your AC until the start of your next turn.
Web Snare
You shoot a web at a creature within 30 feet. The creature must succeed on a strength saving throw or be restrained by the web until the end of its next turn.
Web Spin
You have the ability to spin a large web that can cover a 40 foot radius. This web can stop most projectiles and any creature that comes into contact with the web must make a dexterity saving throw or be caught by the web.
Web Strike
You coat your weapon or unarmed strikes in sticky web fluid. On a successful hit, the target takes an additional 1d6 acid damage and must succeed on a Strength saving throw or bhe restrained by the web until the end of its next turn.
Web Wire
You set a web line against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. You are alerted whenever a Tiny or larger creature touches or enters the warded area. This alert awakens you if you are sleeping.
Web Yank
Target a creature within 30 feet. The creature must make a Dexterity saving throw or be pulled to you. The target can choose to fail this effect.
Web Zip
Attach a web to a target within your movement speed and zip yourself to them. This movement does not provoke attacks of opportunity.
Spider's Might
At 11th level, by centering your body and focusing your strikes, you learn to break through even the toughest of defenses.
- Spider's Strength: As an action on your turn, you can expend 2 Ki points to make a single powerful unarmed strike against a creature or object. If the target is a creature Instead of rolling to attack as normal, you force the target of your attack to make a dexterity saving throw and be hit by your unarmed strike on a failed save. In addition to being hit, the target gains vulnerability to damage from this strike. If the target is an object you may make a STR + WIS modifier check to destroy the object. (Ex. Walls, Barriers, Structures, and some shields.)
This action counts as an attack action for use of your Martial Arts and Flurry of Blows features. - Master Spider Reflexes: Your spider-like reflexes have reached their peak. You can use your reaction to halve the damage of an attack that hits you. Once you Use this feature, you can't use it again until you finish a short or long rest.
Spider's Fury
At 17th level, when you hit someone with an unarmed strike you may spend 4 ki points to attempt to immediately knock the opponent out. The target must make a Constitution Saving throw or fall unconscious if the target succeeds they instead take 10d10 Non-Lethal bludgeoning damage.
Previous Versions
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