Monk
Base Class: Monk

Let’s do things differently this time. Like, so differently. You were bitten by a radioactive spider. And you're not the only one. You haven't always had it easy. And you're not the only one. But now you're here. You think you know the rest; you don’t. We thought we knew the rest, but we didn't.

Spider Technique

Starting when you choose this tradition at 3rd level, you learn to fight to your best potential in tandem with your Spider-Sense. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

Spider-Sense

You possesses a precognitive danger, or "spider-sense," which warns him of potential or immediate danger by the manifestation of a tingling sensation in the back of your skull. When an attacker that you can see hits you with an attack, you can roll a d4 and add it to your AC, possibly causing it to miss.

Spider-Like Ability

At 6th level, you gain the ability to sling webs and stick to walls with ease. You can move across walls and ceilings without falling. Additionally on your turn you can use Ki points for one of these:

  • As an action you swing with your web up to half your movement speed without using your movement. (i.e. You swing from a stand still with 40 movement, you move 20 feet and still have 40 feet of movement left.)
  • You shoot webs in an attempt to restrain a target. They must succeed a (DC {{savedc:cha}}) or be restrained for 1 minute. They can remake the save at the end of each of their turns.
  • You're able to make your Flurry of Blows from long range. Instead you shoot webs, making a ranged spell attack against the target. On hit dealing 1d8 Force Damage.

One with the Web

Beginning at 11th level, you can tap into the Spider-verse, using it to help ward off negative effects. As an action you can end any spell effects on you, as well as effects like charmed or frightened affecting you. You can do this once per long rest.

Web Master

At 17th level, your strength becomes unmatched. When you hit a creature with an unarmed strike, you can spend 3 ki points to attach a web to the target, which last for a number of minutes equal to your monk level. The web is extremely strong. Instead of making another attack as apart of your action, the creature must make a Constitution saving throw. If it fails, they are flung 30 feet in a direction of your choice taking 2d8 Bludgeoning Damage. If it succeeds, the web breaks. They auto fail if restrained by webs already.

You can have only one creature under the effect of this feature at a time. You can choose to detach harmlessly without using an action.

Previous Versions

Name Date Modified Views Adds Version Actions
7/28/2024 9:28:36 AM
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