Base Class: Monk
"A large spider had just bitten the elf. Thirsad smashed the bug with his hammer
'Are you ok?' Thirsad the dwarf looked at his elven friend in horror
'I'm fine, I think. But I feel a little woozy' Felaerin stumbled back.
'Don`t get up friend. Lay here a while'
Suddenly, a feeling of power surged through the elf. He stood up. His eyes changed from a steely blue to a blood red. He looked at his hands, to see if anything about him had changed when suddenly webs came fro his wrists. The webs stuck to the wall in front of him. He jumped back from the surprise and hit the wall. But to his surprise, he didn't bounce off. He clung to the wall
Thirsad took a step back, 'What happened to you'
'I don't know, but I'm glad it happened"
The way of the spider allows monks to have the agility and abilities of a spider. Generally this power comes from being bit by a spider that many monasteries have kept away in a special case, but some of these spiders still exist out in the wild. Once bitten, the venom flows through the monk's veins and they receive the abilities of a spider.
Web Slinging
At 3rd level you gain the ability to spin webs like a spider
As a bonus action, you can shoot webs from your wrist. You can attach these webs to any solid objects in range and pull it closer. If the object is sturdy, at your DM's discretion, once the web is attached, you can use your webs for mobility. From the point attached, you can move to any unoccupied space within a 30 foot radius. However, area where you attached the web is below you, you may not gain height
While these webs are strong, they are not very durable. All webs dissolve after 1 minute of being shot from your wrist. This includes all of your web shots.
If the webs become wet, then they dissolve immediately
You also gain the ability to use your webs offensively. They are considered monk weapons
Spidey Sense
At 6th level You gain the following 3 benefits
-You have advantage against any traps that require to make a Dexterity saving throw.
-It becomes harder for you to be surprised. If an enemy gets a surprise round, roll a dexterity saving throw. If your roll is higher than the highest initiative of the enemy(s), then you get to act during the surprise round. Your Dexterity roll does not count as your initiative roll.
-Using your reaction, you can make one attack that has advantage to lose that advantage. This only applies to one attack. For example, if the opponent has multi-attack, only one of the attacks from multi-attack gets affected.
Spider Climb
At 11th level you gain the ability to climb like a spider. As a bonus action you can activate your spider climbing ability. For one minute you gain the ability to climb any surface (DM's discretion). You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, without using your hands. You also gain a climbing speed equal to its walking speed.The user immediately falls at the start of their turn after this ability has been used. You can use this ability once per short rest.
At 17th level the duration becomes one hour and you can do it twice per short rest
Web Shots
At 3rd level you gain the ability to refine your web shooting to do specialized things in combat. Some shots require the target to make a save. This is equal to 8 + your Dexterity Mod. + Proficiency Bonus.
These different shots require Ki points to use which changes depending on the shot.
All effects from these shots end after 1 minute due to your webs dissolving
At third level you get two shots. You get an additional shot at 6th, 11th, and 17th level.
Binding Web (2 ki points)
You have the ability to wrap your webs around a person causing them to be restrained. Roll an attack with your web, if you hit, if it is one size larger than you or smaller, the target must make a strength saving throw. On a failure, the target is wrapped in your webs and is RESTRAINED. The target may use it's action on each of its turns to make a strength saving throw to break free
Fly Trap (1 ki point)
As a bonus action, you create a 10' x 10' square on the floor of your webs and the area becomes difficult terrain. The area does not have to be unoccupied to place the web.
If someone is in the fly trap when initiative is rolled, they get disadvantage on their initiative roll
The webs can be hard to notice, but can still be seen with a successful DC 10 Wisdom (Perception) Check
The fly trap only effects targets whose size is large or smaller
Web Armor (x ki points)
As a bonus action you can wrap yourself in webs to add more protection to yourself. These webs give a +1 to AC and doesn't affect your unarmored defense or unarmored movement.
The webs last for as many rounds as Ki points you spend. (1 ki point = 1 round). With a maximum of 10 rounds
The armor dissolves if made wet
This effect does not stack. Once you have web armor active you can not use this feature again until it runs out
Web Pull (2 ki points)
Make an attack with your webs. On a hit, If the target is one size larger than you or smaller, they make a strength saving throw.
If the target fails you may pull them up to 10 feet closer to you
Web Push (2 ki points)
Make an attack with your webs. On a hit the target takes an additional 1d6 points of bludgeoning damage.
In addition, if the target is one size larger than you or smaller, they must make a strength saving throw. On a failure, they are pushed back 10 feet.
Spider Form
At 17th level you can enter a spider form. For 1 minute (10 Rounds) you gain the ability to enter a spider form. Once per long rest you can use a bonus action to enter your spider form. While in this form, you become hairier and you grow an extra pair of arms. You gain an extra attack, your flurry of blows allows you to make 4 unarmed strikes, and you gain advantage on all strength saves and checks.
You can end this form early with a bonus action







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