Base Class: Monk
Lolth, the Queen of Spiders has come down from her webs and granted you a portion of her power. She has chosen you to become one of her newest champions. But unlike most off of her past creations, you will retain the look of a humanoid. The power of the Queen of Spiders with the ability to walk unknown among the masses is in your hands. You have been given Great Power, how will you use this great responsibility?
This Subclass was made by Bone Wizard
Spider Walk
At level 3, 3ou gain a climb speed equal to your walking speed. You can climb on walls and ceilings as if you were walking normally, leaving both of your hands free.
Web Trap
Also at level 3, as an action, You can cast the web spell a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you cast web, it does not require concentration. While you have no uses available, you can spend 2 ki points to use this feature again.
You do not stick to any type of webs unless you choose to stick to them. This includes webs you create, and webs created by others.
Weaver Proficiency
At level 3, you gain proficiency in weaver’s tools.
Spider Strength
At level 6 you count as one size larger when grappling, determining your carrying capacity and the weight you can push, drag, or lift.
Web Sling
Also at level 6, as a bonus action you can shoot out a sticky rope like web that can pull something toward you, or launch you toward something. When you do this you can either choose to pull or launch.
Pull:
You shoot out a web sling to a point within 30 feet of yourself. If the point is on an object you can attempt to pull that object toward you. If the point is on a creature, the creature must make a strength saving throw against your ki save DC. On a successful save, the creature is not moved. On a failed save you pull the creature, in a straight line, to any point between you and it. If you pull a creature into one of the web traps, they must immediately make a save against the web trap.
Launch:
You shoot out a web sling to a point within 30 feet of yourself. If the point is on an object that is anchored enough you can attempt to pull yourself toward that object. If the point is on a creature, the creature must make a dexterity saving throw against your ki save DC. On a failed save you pull yourself, in a straight line, to any point between you and the creature. On a success, you are not launched toward the creature.
If the result of your web sling puts you within 5 ft of the targeted creature, as part of the same bonus action, you can spend one ki point to perform a flurry of blows against the creature. If you pull yourself into a creature with the launch option and spend 1 ki to use a flurry of blows, they take extra damage equal to two rolls of your Martial Arts die.
Precognition
At level 11, your heightened senses allow you to be extremely aware of incoming threats.
- You can’t be surprised while you are conscious.
- You gain a bonus to initiative equal to your wisdom modifier.
- Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
- You gain a blindsight of 15ft.
Infinite Webs
At level 17, your Web Trap ability now costs 0 ki.
Intense Resolve
Also at level 17, Sheer willpower gives you the strength to push through any challenge. As a bonus action you can put yourself in a state of intense resolve. In this state, you gain the following benefits…
- You immediately regain 1d12 + your monk level in HP.
- You may immediately end one spell that is affecting you.
- You regain your wisdom modifier in hp at the start of each of your turns for 1 minute. You may add stronger healing on to this effect.
Once you use this feature, you can’t use it again until you finish a long rest.
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