Base Class: Monk
Way of the Orbweaver Monks are usually few and far between. But those who pursue this way follow a mindset of righteousness and incredible willpower. Most stories of their upbringing include a life altering moment. Whether or not they were cursed by a warlock, or they were bitten by the result of a wizard’s experiments on a spider, those whose life are irreversibly altered are destined power that infuses them with the attributes of a spider. You also may have found your way through a portal to Lolth's Demonweb layer of the abyss. Through long stretches of meditation, you gained the inate abilities of a spider.
Way of the Orbweaver monks spin its web and patiently lies in wait for its prey to stumble upon it. Once the prey is trapped, the hunter springs into action, swiftly capturing, or dispatching it. The monks of the Way of Orbweaver revere the spider and its spirit as the most patient of creatures, and they strive to model their lives after it by demonstrating endless patience, practicing meticulous upkeep of one’s self and home, and perfecting the arts by which they may bring swift end to any threats against them or their allies. Just as a spider spins its web to exert its mastery over an area, so do Orbweaver monks learn to control the field of battle. The martial artist spins its own web by taking a defensive stance with effortless ease, then waits patiently for enemies to stumble into the perilous threads of its wits and agility. Once someone dares to make a move against the monk or her allies, spider’s teachings provide the monk with the proper tools to bring ruin to its foes while they are at its mercy.
Spider's Discipline
Starting when you choose this tradition at 3rd level, your control over your ki allows you to conjure web-like threads that appear to shoot from the palm of your hands and stick onto surfaces. Whenever you produce web, it has the properties of hempen rope and fades 6 seconds after you finish using them. Though if you take a full minute to conjure a web, it stays until broken.
You learn two spider disciplines of your choice, which are detailed in the "Spider Discipline" section below. You learn two additional disciplines of your choice at 6th and 11th level and 17th level.
Level 3:
Distracting Web
As an action, you may expend a ki point to shoot a burst of web within 30 feet at a creature attempting to blind or deafen them. The target must make a Dexterity saving throw or be blinded or deafened until the end of your next turn. If the creature fails their save, you may make an weapon attack against the creature as a bonus action. Weaver of Words You may cast the cantrip Vicious Mockery as a bonus action using Wisdom as your spellcasting stat. Additionally in combat, if a hostile creature misses you or an ally within range of the spell with an attack you may cast Vicious Mockery as a reaction targeting the creature. Fight or Flight As a reaction to being targeted by an attack or the frightened condition, you may expend 2 ki points to become invisible for 1 minute. Attacking a creature or casting a spell breaks this invisibility. Alternatively, you can expend 2 ki points to be immune to the frightened condition and you score a critical hit on a roll of 19 or 20 for 1 minute. Stance of the Arachnid You have advantage on saving throws that move you against your will. Additionally, you may spend 2 ki points to create four spectral spider legs from back for 1 minute. While you have these legs, you cannot be moved or be knocked prone against your will unless moved by spells that move you to another plane such as banishment. Spider’s Snare By expending 1 ki point, you may clutter the battlefield with sticky webs to cast Entangle without material components. Additionally, you may move through difficult terrain created with this spell unimpeded. Binding cocoon You can utilize the restraining power of your webs to create a restraining cocoon around foes. By spending 1 ki point, you may cast ensnaring strike without material components. Alternatively, you may expend 2 ki points to cast earthbind without material components.
Level 6:
Venom Strike
As part of stunning strike, you may spend a ki point to deal 2 additional martial arts die of poison damage if the creature fails their saving throw. If this damage reduces the target to below a fourth of the creature’s maximum hit points, it is instead paralysed until the end of your next turn. Adrenaline Rush Your incredible willpower can boost your capabilities for a short duration. By expending 3 ki points and a bonus action you gain the following benefits for 5 rounds. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Also you have advantage on Strength ability checks and saving throws. Your speed is doubled, You gain a +2 bonus to AC You have advantage on Dexterity saving throws. You gains an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the you lose these benefits, you can't move or take actions until after your next turn and any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature while you’re restricted this way. Barbed Webbing By channeling the trap making abilities of a spider you can conjure dangerous barbed webs. By spending 3 ki points you may cast Spike growth with no material components. Also while moving through difficult terrain made through this spell you move unimpeded and take no damage. Additionally, creatures automatically succeed perception checks to recognize the terrain as hazardous before entering it. Stingers You can manifest sharp jagged stingers that appear to come from the underside of your wrists to use as weapons. By expending 2 ki points and a bonus action, you may manifest these stingers that last until you are unconscious or you dismiss them as a bonus action. While you have these stingers, your unarmed strikes deal piercing damage. Additionally, when you hit a creature with an unarmed strike while you have these stingers, you may force the creature make a constitution saving throw. On a failed save, the creature is poisoned until the end of your next turn. Summon Arachnid Your familiarity with arachnids give you the uncanny ability to summon them at your will. You may use 2 ki points to cast conjure animals. When conjuring beasts this way, you may only conjure beasts with the word spider included in its name.
Level 11:
Shielding Cocoon As a reaction when you take damage, you can spend 3 ki points to entomb yourself in web, which fades away at the end of your next turn. You gain 5 temporary hit points per monk level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the cocoon fades. Spider Reflexes When you are targeted with an attack, you may spend 1 ki point as a reaction to impose disadvantage on that attack. If the attack misses, you may move 10 feet without provoking opportunity attacks, or make an unarmed attack as part of the same reaction. Sheer Force of Will When damage reduces you to 0 hit points, you may spend a ki point to make a Wisdom saving throw (5 + The damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by a critical hit. If you use this feature more than once before taking a long rest, every use of this feature increases the ki cost by 1 and DC by 5.
Level 17:
Arachnid Dominance
Your experience commanding arachnids allows you to make them congregate into hazardous hordes. You may spend 5 ki points to cast insect plague without material Components. Additionally while moving through difficult terrain made through this spell you move unimpeded and take no damage.
Spider’s Kiss
Your mouth now secrets a dangerously poisonous toxin that you can use to debilitate foes by biting them. You may expend 5 ki points to cast contagion.
Mark of the Spider
As your wall crawling power grows, you may use it as a gruesome weapon to rip flesh from enemies. By expending 4 ki points and a bonus action, the next time you hit a creature with an unarmed strike within 1 minute they take an extra 4d10 slashing damage and the target must make a Constitution saving throw. On failed save, they have disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.
Spider's Web Stance
Also at 3rd level, once you take a defensive stance, you weave a metaphorical web about yourself and enemies risk a great deal when they attack you in close combat, especially if they fail to strike you. As long as you are receiving the benefits of the Dodge action, when an enemy within 5 feet of you misses you with a melee weapon attack or fails a grapple or shove attempt against you, you may spend 1 ki point to impose one of the following effects on that creature:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It cannot take reactions until the end of your next turn.
- It must succeed on a Constitution saving throw or gain the Poisoned condition until the end of your next turn.
- It must succeed on a Strength or Dexterity saving throw (its choice) or be grappled by you, as long as it is no more than one size larger than you and you have at least one free hand.
To make use of Spider’s Web Stance, you must be unarmed or wielding only monk weapons and you may not be wielding a shield nor wearing armor. You may use this feature a number of times each round equal to your Wisdom or Dexterity modifier, whichever is lower (minimum of 1).
Spider Climb
At 6th level, by using your ki to precisely manipulate the positive and negative charges of creatures and objects you can stick your body onto them. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You gain a climbing speed equal to your walking speed.
Eight-Legged Hunter
At 11th level, you gain proficiency in the Acrobatics skill.
If you are already proficient, or later would gain proficiency a second time, you instead gain Expertise in that skill.
Additionally, when can cast jump on yourself, you now need only spend 1 ki point instead of 2
You can spend 1 ki to use a jumping strike as an action. A jumping strike allows you to leap up to four times your base jumping speed in order to attack an opponent as if making a normal attack. This attack gains advantage if you were on a wall or ceiling before making the jumping strike.
Will Powered
Starting at 17th level, your body’s inherent physique has been enhanced by the Spider. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift and you can use your Wisdom score in place of your Strength score for determining any strength-based ability checks or for determining carrying capacity or weight you can push, drag, or lift.
Spider Sense
Upon reaching 17th level, you gain blindsight out to a range of 15 feet.







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