Chymic Mutation (5e Subclass)

[[Summary::This variant of the Spider-Monk gains augmented senses and extra arms.
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Chymic Mutation
Through some perversion of natural philosophy, you were imbued with the essence of the spider. Your senses augment over time, eventually to the point where you become fully aware of everything around you, even when others are blinded. Your appearance also changes gradually as you gain extra arms, making you a formidable grappling opponent.

Unarmored Defense (Wisdom)
Beginning at first level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Danger Sense
At 5th level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Alert
At level 9, you gain the benefits of the feat “Alert.” You gain a +5 bonus to initiative, you can’t be surprised while you are conscious, and other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Blind Sense and Web Sense
Starting at level 11, if you are able to hear, you are aware of the location of any hidden or invisible creature within 30 feet of you. Furthermore, while in contact with a web, you may know the exact location of any other creature in contact with the same web.

Extra Arms (2nd set)
At 13th level, your mutations become more grotesque as you grow two more arms! This allows you to hold more objects and you get 1 more extra attack (including web attack), at disadvantage. However, you gain advantage on all grapple checks made when grappling only one medium-sized opponent, or up to two small-sized opponents. Against two medium grappling opponents, you would be evenly matched.

Blindsight
Starting at level 15, you can perceive your surroundings without relying on sight, within a radius of 30 feet.

Elusive
Beginning at 17th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Extra Arms (3rd set)
At level 20, you grow a third set of arms. As before, these arms allow you to hold more objects and grant you one more extra attack (including web attack). The previously grown set of arms now attacks normally, without disadvantage. However, the new arms are still raw and do make attacks with disadvantage. Furthermore, you gain advantage on all grapple checks made against up to two simultaneous medium-sized (or four small-sized) opponents. Three medium opponents would give an even match.