Base Class: Monk
It is common for monks to model their training on the behavior of beasts, emulating the strike of a tiger’s claw or the beat of a heron’s wing. Followers of the Way of the Webspinner are inspired by the subtle deadliness of the spider, crafting weapons from silk and ensnaring their enemies in inescapable webs.
Webspinners are patient hunters, elusive climbers, and masters of controlling the battlefield through movement, restraint, and sudden violence.
Level 3: Aspect of the Arachnid
Your training grants you the strange strength and mobility of a spider.
You gain the following benefits:
Arachnid Strength. Your carrying capacity is doubled.
Spider Climber. You gain a Climb Speed equal to your Speed. In addition, you can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check, provided you have at least one free hand.
Level 3: Spider Silk
You learn to weave and wield your signature silken weapon.
You gain proficiency with Weaver’s Tools if you don’t already have it.
Over the course of 1 hour, you can use Weaver’s Tools to create a special simple melee weapon called a Spider Silk weapon. Only you can effectively wield it. You can have only one such weapon at a time; creating a new one causes the previous one to unravel.
A Spider Silk weapon has the following properties:
- It is a Monk weapon for you.
- It deals Bludgeoning damage equal to your Martial Arts die.
- It has the Light and Finesse properties.
- It has a reach of 10 feet.
At Monk level 9, when you gain Acrobatic Movement, the reach of this weapon increases to 15 feet. This reflects the battlefield-spanning style of your web techniques.
Level 6: Strengthened Bonds
Your silk becomes unnaturally durable and dangerous.
You gain the following benefits:
Magic Silk. Your attacks with your Spider Silk weapon count as magical for the purpose of overcoming Resistance and Immunity to nonmagical attacks and damage.
Tangling Threads. Once on each of your turns when you hit a creature with a melee attack using your Spider Silk weapon, you can expend 1 Focus Point to force the target to make a Strength saving throw against your Focus save DC.
On a failed save, the target has the Restrained condition until the end of your next turn.
A Large or larger creature makes this saving throw with Advantage.
A Restrained creature, or another creature within its reach, can take an action to make a Strength (Athletics) check against your Focus save DC, ending the effect on a success.
This feature’s save DC uses the same formula as your Monk’s Focus features.
Level 11: Web Walker
The battlefield is your web, and every captured foe becomes an anchor point for your next strike.
When a creature fails its saving throw against your Tangling Threads, you can use a Bonus Action immediately after restraining it to cause one of the following effects:
Tripwire. The target gains the Prone condition.
Fanged Approach. If the target is your size or larger, you can move up to your Speed in a straight line toward it without provoking Opportunity Attacks. If you end this movement within 5 feet of the target, you can make one Unarmed Strike against it.
Predator’s Pull. If the target is Large or smaller, you pull it up to 10 feet straight toward you. If it ends this movement within 5 feet of you, you can make one Unarmed Strike against it.
This movement is forced movement for the target.
Level 17: Extrasensory Advantage
Your awareness becomes as fine as the tremors of a web.
You gain the following benefits:
Spider Sense. You gain a bonus to Initiative rolls equal to your Wisdom modifier.
Uncanny Awareness. While you aren’t Incapacitated, attack rolls against you can’t have Advantage unless you are also Blinded, Paralyzed, Petrified, Restrained, Stunned, or Unconscious.
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