Spider-Monk (5e Class)

Spider-Monk
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Creating a Spider-Monk
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Quick Build
The most important ability for any spider-monk is Constitution. Dexterity and Wisdom would come in as close seconds. Strength should round this character out, especially if you ever plan to become a grappler.

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and spider-monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain spider-monk levels, as shown in the Martial Arts column of the Spider-Monk table. When you use the Attack action with an unarmed strike or a spider-monk weapon on your turn, you can make one unarmed strike as a bonus action.

At first level, you must choose the origin of your amazing spider powers. The features of each spider origin are detailed at the end of the class description.

At second level, you gain the use of webbing. It can be used for any number of purposes including rope for climbing, ensnaring enemies, or crafting traps, just to name a few. You are encouraged to be creative with your use of webbing, but you should be aware of the limit of its length.
 * You get a number of uses of webbing equal to your proficiency bonus + your Constitution modifier. This total may be renewed after a long rest. Each use of webbing takes up to 20 feet of length. For example, if you want to make a line of 20 feet, that only takes one use, but if you need a length of 25 feet, that takes 2 uses.
 * You may make an attack action to ensnare a single enemy (ranged, if the enemy is not adjacent to you). You may ensnare a medium-sized creature with only one use, a large creature takes 2 uses, and so on (multiplying by 2 again for every size greater). Conversely, you may ensnare up to 2 small-sized creatures with one use, or up to 4 tiny-sized creatures with one use (given that all creatures are adjacent to each other at the time).
 * The target may use its reaction to make a Strength saving throw. On a failed save, the target is restrained until either it or another creature breaks it free. The target may attempt another Strength save on each of its subsequent turns.
 * If you’re targeting a specific body part or piece of equipment with your webs, you would have disadvantage on your attack action. You may choose to make such an attack in order to trip, disarm, blind, or silence your enemy with your webs. Each attempt within 20 feet takes one use of webbing.
 * The webbing is only sticky in places where you want it to be (e.g. one end only for sticking to a ceiling). Webs cannot stick to wet, oily, or extremely hot (fiery) surfaces.
 * Webs are vulnerable to sharp or fiery objects. An attack from those sources would have advantage against your webs.
 * Web break DC and AC = 10 + your proficiency bonus + your Constitution modifier. Your webs also have 2 HP per inch thickness.

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain spider-monk levels, as shown in the Spider-Monk table.

Starting at level 3, instead of making a Strength (Athletics) check for climbing, you may use the extraordinary ability Spider Climb at will. At spider-monk level 3, your climbing speed is only ½ of your normal movement speed. This increases at spider-monk level 10 to your full movement speed.
 * This ability may be used as a Move action or a reaction to stop a tumble down a steep incline and it requires at least one free hand.

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

You gain features specific to your spider origin. These new abilities are attained at levels 1, 5, 7, 9, 11, 13, 15, 17, and 20. See below for descriptions of the origin features of the... Chymic Mutation Parasitic Bond Weaver Mystic.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

At level 10, you gain the benefits of the feat “Athlete.” Increase either your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing (including spider climb) is at your normal movement rate. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Spider Origins
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