Monk
Base Class: Monk

Whether through circumstance or fate, intelligence or stupidity, strength or weakness; we all have experienced loss. However, loss is not the end. A broken web can be remade, and escaped prey can be caught again. Monks trained in the Way of the Spider have usually been brought to this way from their experience of loss. They are trained to harness great power from loss, and a mantra from a wise man to remember: with Great Power comes Great Responsibility.

Sense of Spiders

Your ki creates a certain field of awareness to alert you to danger, like a spider's web. At 3rd level, no creature can gain advantage on you as a result of being unseen by you. Additionally, you can choose to gain advantage on Dexterity saving throws. This feature can be used as many times equal to your Wisdom modifier. You regain these uses each long rest.

Web Weapons

At 3rd level, by choosing this archetype, you gain proficiency with nets and whips, and can use them as Monk weapons. Monks trained in the Way of the Spider craft specialized "webs" to trap enemies and disarm them. By spending a short rest and 10 gp worth of materials, you can create a special "web fluid" to coat on up to two weapons or up to 30 feet of rope. When you wield these weapons or rope,  you can grapple using nets, ropes, or whips as a bonus action. You can grapple using Acrobatics in place of Athletics in this case.

Swinging Spider

At 6th level, your training in your Web Weapons allows free movement with heightened speed. You can attack a wall, and on a hit, you can have your web weapon temporarily cling to the wall. Then, if you use any movement, including falling, walking, dashing, or otherwise in a straight line, you can redirect your momentum to another area, earning a flying speed equal to the amount of speed you traveled before using this ability. You can only use this movement in a straight line, and your weapons cannot stick to the wall after this ability is used until the start of your next turn.

Extended Deflection

At 6th level, you can use your web weapons to intercept danger to your allies. You can use your Deflect Missiles feature on any missile you can see within the range of your web weapons.

Grip of the Arachnid

At 11th level, you harness your ki to the skin cells around your body, allowing them to grip to nearly any surface. At the end of each long rest, you gain the effects of a Spider Climb spell until the start of your next long rest. Additionally, you can end your turns sticking to walls or ceilings without falling.

Proportionate Strength

At 11th level, the multiplied power of the arachnid realizes itself within you, and gives you boosts of strength to perform incredible stunts. If you make an Athletics or Strength check, you can use your Acrobatics in its place.

Additionally, if you fail a saving throw, you can reroll your save once. You can only use this as many times equal to your Charisma modifier, and you cannot use this feature multiple times per save. You regain these uses after every long rest.

Soul of the Spider

Your ki has now hardened into the same web fluid you have learned to create. At 17th level, you can now spend 1 ki point to fire a small orb of web at an enemy to add a +2 to the next attack or grapple attempt per orb. The bonus is removed immediately after the attack or grapple. This can be used as a part of an attack, but can be removed by a 15 DC Strength check, or if it takes 15 damage.

If you have grappled an enemy, you can spend 1 ki point as a bonus action to throw the enemy equal to 5 times your Acrobatics or Athletics modifier feet.

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