Parasitic Bond (5e Subclass)

[[Summary::This Spider-Monk variant may use poison and grow spikes from his skin, among other strange abilities.
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Parasitic Bond
On your travels, you came across an arachnid aberration, heretofore unknown by mankind. This creature attached itself to you, bestowing upon you terrifying powers to enhance both your offensive and defensive capabilities.

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

Bond Powers
At level 5, you gain the use of certain special powers through your bonded parasite. These powers are limited in their use by their power point costs (detailed in each power). The table Spider-Monk Bond Power Points (below) shows how many power points you have at each level. At levels 5, 7, 9, 11, 13, 15, 17, and 20, you gain access to one new power. You may choose any power for which you meet the requirements and that choice is permanent. You regain all spent power points at the end of a long or short rest.
 * Power save DC = 8 + your proficiency bonus + your Constitution modifier.
 * Some powers specify that they may be activated as part of an attack or a reaction. If there is no specification on the time of activation, then the power takes one standard action to activate.

Adrenaline Rush
(Prerequisite: level 7) You may spend 2 power points to gain a temporary boost in speed. Until the end of your next turn, your movement speed is doubled, you gain +2 to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action must take the form of a single Attack, Activate a Power, Dash, Disengage, Hide, or Use an Object action.

Camouflage
You may spend 1 power point to change the color pattern of your skin. This does not change the color of your clothing or equipment, so you may need to find other ways to hide your various accoutrements. While camouflaged and without moving, you gain a +10 bonus to your Dexterity (Stealth) checks. Once you move, or take an action or reaction, you must camouflage yourself again to gain this benefit.

Deflect Missiles
For the cost of 1 power point, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your spider-monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one free hand.
 * If you catch a missile in this way, you may spend 1 additional power point (making this power cost 2 in total) to make a ranged attack with this object as part of the same reaction. You make this attack with proficiency, no matter what type of object it is.

Draining Strike
(Prerequisite: level 7) When you make an unarmed attack, you may spend 3 power points to drain the life from your victim to replenish your own. When you do so, the target takes necrotic damage instead of bludgeoning damage and ½ HP taken from the target is added to you. You may only drain the same creature once per round.

Enhance Venom
(Prerequisite: level 15) You may spend 2 power points to prepare an enhancement to your venom for a single attack. The next time you attempt a poison strike, stunning strike, or venom of death, if you have activated this power, your target must roll their save with disadvantage. This power must be activated separately for each individual attempt.

Poison Strike
When you hit another creature with an unarmed attack, you can spend 1 power point to attempt to pass necrotic toxin into that creature. In addition to normal damage, the target must succeed on a Constitution saving throw or take 1d4 Constitution damage. You may only poison the same creature once per round.

Projectile
As a ranged attack, you may loose sharp projectiles from your skin with proficiency. The cost of each attack is 1 power point. Each projectile deals 1d6 piercing damage per hit. The range on this attack is 30/120. There is no reload time for this weapon.

Razor Webs
When using webs, you may choose to cover the web lines in razor-sharp barbs. The barbs only exist where you want them (such as in the middle, for a simple trap). When you hit a target with a web attack, that target takes damage with a damage modifier. If a creature comes in contact with it later or a bound enemy attempts to break or escape from the webs, that creature would take the same damage, but without a damage modifier. This damage repeats for every attempt to escape from the webs, whether that attempt is successful or not.
 * The damage of the barbs varies depending on the cost of this power. For 1 power point, razor webs deal 1d4 slashing damage. For 2 power points, they deal 2d4 damage. For every power point more, add another d4 to the damage, up to a maximum of 10 points for 10d4.

Spider Form
(Prerequisite: level 15) You may spend 10 power points to transform into a hideous beast – part humanoid, part arachnid. This transformation takes one full round, during which you are considered prone. Once the transformation is complete, it lasts 1 minute (10 rounds) before you revert back to normal (reverting takes another full round).
 * While you are transformed, you may use all the spider powers to which you already have access, at -1 the cost of their power points. For example, a power with a cost of 1 point would then cost 0 points. In addition, you gain temporary hit points equal to your total Constitution score.
 * If you have enough power points in reserve, you may spend another 9 power points (normal cost -1) when the minute is up to stay in spider form for another minute instead of reverting back to normal. Doing so would replenish any lost temporary HP.

Spiked Armor
You may spend 1 power point to cause short, sharp spikes to emanate from your skin. You may prepare these spikes as a standard action or you may activate them as an Attack action. When you come in bodily contact with another creature, such as when grappling, the spikes automatically deal 1d8 piercing damage (do not use any damage modifier) to that creature. The spikes then instantly retract until you activate them again.

Stunning Strike
When you hit another creature with an unarmed attack, you can spend 1 power point to attempt to pass neurotoxin into that creature. In addition to normal damage, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Uncanny Dodge
For the cost of 1 power point, when an attacker that you can see hits you, you can use your reaction to halve the attack’s damage.

Venom of Death
(Prerequisite: level 15) When you hit another creature with an unarmed attack, you can spend at least 6 power points to pass deadly poison into that creature. In addition to normal damage, the target must roll a Constitution save. On a failed save, the target takes 5d8 + 20 necrotic damage. On a successful save, the target only takes half of this damage.
 * You may amplify the damage done by this attack by spending more power points on it at the outset. For every power point above 6 that you put into this, add one more d8 to its damage, to a maximum of 10 power points for 9d8 + 20 damage.
 * A humanoid killed by this attack rises at the start of your next turn as a zombie (with the stats of a standard zombie) that is permanently under your command.