Base Class: Monk
These monasteries studies spiders and their unique abilities. They hold spiders in very high regard and raise many in their holds. No matter the sect, they all seek to harness this power for themselves as they view it as a higher perfection of their bodies and souls.
Going the distance.
When you take this subclass at level 3 you gain the ability to jump an incredible distance and climb on any solid surface. You also can hit things with your natural web production.
Using your 2 ki you are able to cast the [spell]jump[spell] spell on yourself. While under this effect you can add 1 d4 to the damage of your first unarmed attack every turn if it lands.
You are under the constant effect of [spell]spider climb[spell]
You can hit things with a web shot, a natural ranged attack that uses your martial arts calculations.
Web utility
At 6th level you gain the ability to use your web shot in more creative ways.
When shooting your web shot you can activate one of these abilities.
- Blinding shot- when you use your web shot ability successfully, you can use 2ki points to aim for the eyes and cause your opponent to be blinded, until they or one of their allies use an action to remove it from their eyes. If the webbing is touched by flames, it burns away but does 1d6 damage to its target.
- Muffling shot- when you use your web shot ability successfully, you can use 2ki points to aim for the mouth and cause your opponent to be silenced, until they or one of their allies use an action to remove it from their mouth. If the webbing is touched by flames, it burns away but does 1d6 damage to its target.
- Binding shot- when you use your web shot ability successfully, you can use 5ki points you can cause your opponent to be restrained, until someone uses their action and bonus action to remove the bindings. They may also make a strength check, DC 8+wisdom+proficiency, at the end of each of their turns. If their strength check is successful they are free. If the webbing is touched by flames, it burns away but does 2d6 damage to its target.
- Grabbing shot- when you use your web shot ability successfully, you can use 3ki points you can cause your opponent to be pulled 10 feet closer to you not causing opportunity attacks. If this brings them into melee range with you, you can make your next melee attack against them with advantage before the end of the turn. If you instead decide to use this on an object of 10lbs or less you may yank it into your own hands. If the target is a creature or and object held by them, they may use a reaction to make a dc8+wis+proficiency saving throw to pull you 10 ft toward them instead and make an opportunity attack on you.
- Disarming shot- when you use your web shot ability successfully, you can use 2 ki points you can cause your opponent to drop a weapon of choice they are wielding. If they succeed a str save vs your monk save DC, this action fails. If they fail, This weapon is no longer in their hand and is now sticky and requires a full action to remove from the surface it is now attached to.
- Long shot- when you use your web shot ability, spend 1 ki point to increase the range, with your web shot attacks, to 60/180, for the duration of this turn. If you are 10 feet or more higher in altitude than your target, your web shots are not at disadvantage.
- Gentle shot- when you use your web shot ability, spend 1 ki point to reduce the damage of this shot to 0.
By spending 3 ki and 10 minutes you may cast a non-magical version of the web spell with a permanent duration and doesn’t require concentration. You are able to travel within this or any web unhindered.
Awakened Senses
Starting at level 11 your senses allow you to have a supernatural sense of potential danger.
You gain the benefits of the alert feat.
You gain a tremor sense up to 120 feet.
Advanced web technique
Starting at level 17 you become a master at using your web abilities. The use of any of your web utility features that affect your web shot attack now cost 1 less ki to activate.
You can now use your webbing to travel faster. You have a flying speed of 10 feet plus your base walking speed. You can only use this feature as long as...
- there is a solid, stationary purchase at least 10 feet above you and no more than 200 feet away
- you move the first half of your movement toward your purchase at a sharper than a 90 degree angle to your purchase
- You move at least 30 feet a round, or hang directly below your purchase
- You have at least one hand free
... you may have up to two purchases a round.
You now have more cool techniques with your webbing.
- Bursting shot- when you make a web shot(hit or miss) with this ability, you spend 3 ki to cause a concussive burst on impact. All creatures within 10 feet of the target, including the target, takes 3d8 thunder damage unless they make a dc(8+wis+prof) dexterity saving throw. If they succeed on the save, they will only take half this damage. If you spend extra key on this ability it will do 1 extra d8 of damage per ki spent. If the shot misses it will detonate at full range(180 feet) or any structure that obstructs this range. If you roll a 1 it detonates in your hands.
- Piercing shot-when you make a web shot(hit or miss) with this ability, you spend 2 ki to cause the web shot to hit harder and faster. When this hits the opponent it does an extra 2d10 piercing damage to the target. If you spend extra ki this attack does an extra d10 damage per ki spent.
You can do so much with your webbing that the opportunities seem unending. Ask your DM about any cool ways you wish to do with your webbing. If they say yes, they will determine its ‘casting time’ and ki cost. Have fun, and be creative.
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Posted Dec 4, 2019Just so you know, in order to create a tooltip you have to put a / just after the first bracket in the second set. EXAMPLE - [/spell]. It will then look like this grappled.