Base Class: Monk
The Way of the Webslinger is a path tread by many who have great power thrust upon them. Some may have been bitten by an enhanced arachnid, others may have adopted the persona through other means. Agile and adept, they possess predictive reflexes, the ability to stick to walls, and most importantly, a way to web up their opponents in battle.
Web Weaver
Starting when you choose this tradition at 3rd level, you gain the ability to produce web from your hands to enhance your fighting ability. Depending on the nature of your power, these may come naturally as part of a mutation, or they may be generated by some sort of special gauntlet of your own creation. You also gain proficiency with Weaver's Tools.
As an action, you may make a ranged web attack against one foe at a range of 30 ft./80 ft. You add your Dexterity modifier + your proficiency bonus to this attack. On a successful hit, the target is Grappled; if the attack crits, the target is Restrained. This condition continues until they or another creature use their action to pass a Strength check of 10 + your Constitution modifier + your proficiency bonus, or until the target is hit by a fire or water attack, which melts the webs. This attack can be combined with other attacks for the purposes of Martial Arts/Extra Attack rules. If a creature is more than one size larger than you, an extra successful hit will be required in succession for the condition to be applied (+1 hit per extra size category).
You also learn two web boosts of your choice, which are detailed under “Web Boosts” below. Many maneuvers enhance an attack in some way. Each use of a web boost must be declared before the attack roll is made, and they can only be used when the target is not at a disadvantaged range (within 30 ft.). You can use only one web boost per attack. For any web boosts requiring a saving throw, the DC will be 8 + your Wisdom modifier + your proficiency bonus.
You learn an additional web boost of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new web boost, you can also replace one web boost you know with a different one.
Spider Sense
Your senses are as finely tuned as the spiders you emulate, bordering on precognition. You gain +2 to your Initiative, and +1 to your Armor Class. At 11th level, these bonuses are doubled.
Wallcrawler
At 6th level, you master the ability to climb on walls. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings; however, you have disadvantage on any attack rolls made while you are sticking to a wall or ceiling. Additionally, your climbing speed is now equal to your walking speed.
Great Power
At 17th level, you have mastered your inner strength. Your attacks score a critical hit on a roll of 19 or 20. When attacking a target at least one size larger than you, or when you and your allies are outnumbered in combat, you may use a d12 for your Martial Arts die. Additionally, you gain advantage on all Strength checks and saving throws.
Web Boosts
Web boosts are presented in alphabetical order.
Cluster Web
When you make a web attack, you may spend 1 ki point to spread the range to any nearby foes. All creatures within 5 ft. of the target must pass a Dexterity saving throw or be Grappled as well. (This applies to allies as well as enemies.)
Disarming Web
Instead of making a direct web attack against a foe, you may spend 1 ki point to attempt to disarm your opponent. You may force your opponent to make a Strength saving throw; if failed, the enemy drops the targeted weapon. Alternatively, you may spend a second ki point to make a contested Strength check against the target; if you succeed, you instead pull their weapon to your hand.
Electric Web
When you make a web attack, you may spend 1 ki point to channel electricity through the web. Instead of being Grappled or Restrained, the target takes 1d8 lightning damage; for each successful hit, you may spend 1 additional ki point to attempt to arc the energy to a creature within 5 ft. of the previous target, dealing 1d6 lightning damage to each subsequent foe. You may not hit the same target more than once during this attack.
Gauntlet Web
In place of making a web attack, you may spend 1 ki point to wrap your hands in webbing, enhancing your punches. For the next 5 turns, you may add your proficiency bonus to the damage of your Unarmed Strikes.
Impact Web
When you make a web attack, you may spend 1 ki point to enhance its kinetic force. The target must make a Strength saving throw; on a failure they are either knocked prone or pushed back up to 15 feet (your choice). If the target is pushed against a wall by the attack, you may spend an extra ki point to cause the target to be Restrained against the wall.
Projectile Web
When you make a web attack, you may spend 1 ki point to make the attack hurt. In addition to being Grappled, the target takes 1d6 force damage. If this attack crits, increase this damage as you would for a normal crit; the Restrained condition does not replace the Grappled condition in this instance.
Shielding Web
In place of making a web attack, you may spend 1 ki point to weave a protective web shield in front of yourself. You and any allies within 5 ft. of you gain +2 to your armor class until you take another action or bonus action, or until you are hit by a fire or water attack.
Sticky Web
When you make a web attack, you may spend 1 ki point to increase the strength of the web. On a successful hit, the target is Restrained; if the attack crits in this instance, the target will also be Stunned until their next turn.
Trap Web
Instead of making a direct web attack against a foe, you may spend 1 ki point to plant a web trap on a spot of your choosing within 30 ft. of you. When a creature passes within 5 ft. of the trap, you may use your reaction to activate the trap, pulling them to its location and causing them to be Grappled; if the creature steps directly on the trap, it triggers automatically. Additionally, when you use this maneuver you may make a Stealth check against all creatures within 30 ft. of you; any creature with a passive perception lower than your roll is unaware of the trap.
Yanking Web
When you make a web attack, you may spend 1 ki point to pull yourself closer to your foe. For a target within 30 ft. and up to one size larger than you, you may force them to make a Strength saving throw; on a failure you may pull them to the spot directly in front of you. Alternatively, you may instead choose to pull yourself to a spot 5 ft. in front of the target; this does not require a saving throw. You may still choose to do this if the target passed the Strength check. You may also use this to pull yourself to any other unoccupied space within 30 ft. of you.
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