Base Class: Monk
Chaos ripped through the streets of Waterdeep as the armored Loxodon burst out of the City Watch prison, barreling straight through a building. Stone and timber rained down, and pedestrians scattered in a flurry of screams and panic. Amid the turmoil, Isabel barely had time to notice the building's chimney tilting dangerously overhead.
Her mother's arms shoved her aside in a desperate blur, knocking Isabel clear. For a heartbeat, everything froze.
"Mom!" Isabel screamed, her heart gripped with cold fear as the woman looked at her with a teary smile in a silent farewell. All Isabel could do was squeeze her eyes shut, bracing for the crash that would shatter everything.
But the crash never came.
When Isabel cracked her eyes open, she gasped. Suspended high above her mother's head, the crumbling chimney hung entangled in a shimmering net of webbing. Through the settling dust, she caught the flash of a silhouette, the sharp "thwip" of another webline firing, and a figure swinging away into the fray.
Because even in this city, beloved by tragedy and chaos, there was still one who believed that great power demanded great responsibility—one who refused to let darkness win without a fight.
When Isabel and her mother scrambled to the safety of a clear street corner, the crowd erupted in cheers. With her heart pounding and her voice soaring with hope, Isabel joined them, shouting out to the hero streaking above the rooftops:
"Go get him, Spider-Monk!"
Monks who follow the Way of the Spider are known for their agility, intuition, and unique connection to the natural world. Legend tells of an ancient order of monks who revered the mysterious and resilient spiders of the deep woods, learning from their patience, adaptability, and deadly precision. Through intense meditation, rigorous physical discipline, and a ritual involving a bite of one of the enchanted spiders, these monks developed abilities that mirror the spider’s grace and power.
Practitioners of the Way of the Spider move through the world with an uncanny awareness of their surroundings, their reflexes as sharp as a web in the wind. They are nimble, able to scale walls and ceilings with ease, and strike with the speed and precision of a venomous arachnid. It is said that these monks can even sense danger before it strikes, a sixth sense born from their deep connection to the spirit of the spider.
Adventurers who follow this path are often seen as protectors of the weak, using their gifts to bring justice to the shadows. However, like the spider, they are not always easily understood, walking a fine line between predator and protector. Their enemies find themselves trapped in webs they never even saw, and when they strike, it is often too late to escape.
(inspired by Bone Wizard's subclass)
Spider Stance
At 3rd level, your martial training develops into the Spider Stance, which grants you the following benefits:
- You can stick to vertical surfaces and ceilings, which gives you a climbing speed equal to your walking speed. You do not need to use your hands while climbing.
- You can cast the Web spell with your Focus save DC without requiring concentration a number of times equal to your Proficiency Bonus per Long Rest. If you wish to use this ability more frequently, you can expend 2 Focus Points to cast Web again.
- You can choose to be unaffected by webs from any source, regardless of whether they are magical or non-magical.
Web-Slinger
At 6th level, your mastery of the web deepens and becomes more precise.
You can now use Dexterity instead of Strength to determine your carrying capacity, and this capacity is doubled for you.
Additionally, you gain proficiency in Strength (Athletics) checks, enhancing your physical prowess and agility.
With your newfound abilities, you can fire a web rope as a Bonus Action to either:
- Pull objects or creatures toward you in a straight line. You can pull an object to you if it is within your carrying capacity. If you pull a creature, it must make a Strength saving throw against your Focus save DC to resist or be pulled on a failure.
OR
- Launch yourself toward an unoccupied space within 30 feet. You can use the web to swing or zip through the air to an unoccupied space, provided there is a suitable anchor point. If your destination is within 5 ft of a hostile creature, they must make a Dexterity saving throw. On a failure, you may expend 1 Focus Point to perform a Flurry of Blows as part of the same Bonus Action.
This maneuver does not provoke opportunity attacks for you or a pulled creature or object.
Spider-Sense
At 11th level, your attunement to the spider’s instincts grants you an exceptional awareness of your surroundings that borders on precognition.
You can no longer be surprised while conscious.
Additionally, you gain a bonus to your initiative rolls equal to your Wisdom modifier. When creatures attempt to attack you while hidden, they do not gain Advantage on their attack rolls.
Furthermore, your awareness extends beyond sight, granting you Blindsight within a 30-foot radius, and you are aware of the presence (but not the location) of hidden creatures within 60 feet of you.
Intense Resolve
At 17th level, sheer willpower gives you the strength of body, mind, and spirit to push through the direst of situations. Once per Long Rest, you can put yourself in a state of Intense Resolve for 1 minute as a Bonus Action.
You gain the following benefits while Intense Resolve is active:
- You immediately gain HP worth 1d12 + your Monk level.
- You may immediately end the effects of one spell or Condition affecting you, and you may ignore one additional Condition for the duration of Intense Resolve.
- You regain HP worth your Wisdom modifier at the start of each of your turns for a number of rounds equal to your Wisdom modifier. This healing persists even if you are knocked unconscious.
- You can also use Deflect Attacks and Energy once per turn instead of once per Reaction, though you can only Redirect one of them as per normal.
Previous Versions
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10/24/2024 9:38:09 AM
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10/25/2024 7:34:32 AM
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4/27/2025 9:21:20 AM
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6/23/2025 7:41:37 PM
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