Monk
Base Class: Monk

You are one of the chosen few who are inducted into the ARACHNA-ALITY. A vast, yet specific, web of connected worlds within a truly marvelous multiverse.

The ARCHNA-ALITY: A spectacular set of realities filled to the brim with power that demands true responsibility. A very lucky few are brought in, or even raised, in the order charged with its protection and study. Different Arachnid Realities have many different variables at play, but all have a uniting p

Astral Webs

At 3rd level, you discover mystical wrist garments from your order, that can channel your Ki into the Astral Webs that weave the fabric of the ARCHN-ALITY. The astral webs empower your Ki abilities in the following ways:

Using Step of the Wind, you gain a Swinging (flying) Speed equal to your Walking Speed by swinging on webs attached to the invisible strands of the ARCHNALITY that are hidden everywhere.

You can now use Deflect Missile when an ally within the Range of your Movement (Movement Range) is hit by a Ranged Attack by swinging the projectile back at the attacker with a string of web.

Using Patient Defence, you blind the attacker with a web when you dodge (they miss their attack). The attacker is Blinded until they take a Bonus Action to tear the webs off their face.

Using Flurry of Blows, you can choose to shoot a Web Shot and deal your Unarmed Attack Damage against a Creature or Object within your Movement Range.

Way of the Web Warrior

At 6th level, you find more versatility in the power of your Astral Webs. You can spend Ki Points to use one of these Webbing Techniques :

As a Reaction, Spend 2 Ki Points to sense the location of all Hidden or Invisible Creatures within your Movement Range. You know the location of the Creatures until the end of your next turn.

As a Reaction, Spend 3 Ki Points to warn a Friendly Creature of danger and give them the Evasion skill until the end of their next turn. Meaning, that they take no damage on a Successful Dexterity Saving Throw and Half Damage on a Failed Saving Throw.

As a Bonus Action, Spend 3 Ki Points to make a contested Athletics Check to Disarm a Creature, within your Movement Range.

As an Action, Spend 4 Ki Points to ‘improvise a weapon’ and throw an Object or Disarmed Weapon to deal 1d6 + your Martial Arts Die + Dexterity modifier Bludgeoning Damage to a Creature within your Movement Range. If you use this ability to throw Weapon from a Disarmed Creature, you instead roll the Weapons Damage + your Martial Arts Die.

As an Action, Spend 4 Ki Points to Web Zip you and 1 other willing Creature within 5ft. to instantly go to an unoccupied space within your Movement Range.

At 17th level, all techniques will cost 1 less Ki point.

Strength of the SPIDER

At 11th level, the ARACHN-ALITY has given you an uncanny climbing ability. When going up a vertical surface or ceiling, you can cling to the surface and stay attached to it.

While crawling on surfaces, you can Attack & take Actions as normal. While using this ability, you can spend 3 Ki points to conjure Astral Webs and make a Grapple Check to bring a Creature, within your Movement Range, to within 5ft.

You can spend an additional Ki point to restrain the Creature and stick it on the wall or floor. The Creature must use its Action to break free from the webs.

Sense of the SPIDER

At 17th level, you now sense when danger is coming and warn your allies.

Even though you may not know what the exact danger is, your natural intuition gives you, & other Friendly Creatures within your Movement Range gain awareness for a Bonus of 1 + your Martial Arts Die to Initiative rolls & Dexterity Saving Throws.

Also, all Webbing Techniques now cost 1 less Ki Point (including Monk features enhanced by Astral Webs).

Way Of The WEB Image

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