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Spider-Monk (3.5e Class)

Revision as of 01:46, 27 April 2019 by 75.81.36.209 (talk) (Making a Spider-Monk)
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Author: Nolanf (talk)
Date Created: 8_11_2013
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Amalgamation of Monk, Rogue, and Spider-Man 20 1 Moderate Good Good Good Martial Maneuvers Class Ability Progression: Other



Spider-Monk

There is a secret book of arcane magic, an unnamed tome known by academics as the "labyrinthine cypher." It has been studied for centuries, with a myriad of alternate translations resulting from its exposure to varying, fallible minds. With no known practical use, the book was relegated to the safe keeping of a remote monastery. While there, a brilliant young acolyte decoded a single page, revealing that certain esoteric rituals could grant amazing spider-powers to a person of pure heart and mind. Thus is the Spider-Monk created!

Making a Spider-Monk

The Spider-Monk hones his skills and other attributes for the betterment of those around him, often because of a deep sense of responsibility. This may include researching and developing new methods such as making webbing. Despite having excellent hand-to-hand fighting ability, the webs are the Spider-Monk's most valuable tool.

Abilities: For fighting or using spider climb, spider-monks should have a high level of Strength; and for accuracy in shooting webs, they need to hone their Dexterity. Spider-Monks gain either of these at a greater rate than any other class. For webs, the most important ability is Constitution; and Intelligence is also needed for the faster improvement of necessary skills. These two abilities may only be gained at the normal rate afforded to everyone else.

Races: All races can be a Spider-Monk, but the Elf might be the easiest.

Alignment: Any Good.

Starting Gold: 2d4 ×10 gp

Starting Age: "Moderate" or "As fighter"

Table: The Spider-Monk

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows
Attack Bonus
Unarmed
Damage
AC Bonus Unarmored
Speed Bonus
road runner = to full level crushing blow boasted reflexes gain reflex

= to level

dextous dodge = to level q Fort Ref Will
1st +0 +2 +2 +2 Monk Abilities, Spider Climb -2/-2 1d6 0 0
2nd +1 +3 +3 +3 Ability Bonus, Evasion -1/-1 1d6 0 0
3rd +2 +3 +3 +3 Webs +0/+0 1d6 0 +10ft
4th +3 +4 +4 +4 Spider Sense I +1/+1 1d8 0 +10ft
5th +3 +4 +4 +4 Ability Bonus +2/+2 1d8 +1 +10ft
6th +4 +5 +5 +5 +3/+3 1d8 +1 +20ft
7th +5 +5 +5 +5 Improved Evasion +4/+4 1d8 +1 +20ft
8th +6/+1 +6 +6 +6 Ability Bonus, Spider Sense II +5/+5/+0 1d10 +1 +20ft
9th +6/+1 +6 +6 +6 Camouflage +6/+6/+1 1d10 +1 +30ft
10th +7/+2 +7 +7 +7 Paralyzing Strike +7/+7/+2 1d10 +2 +30ft
11th +8/+3 +7 +7 +7 Ability Bonus +8/+8/+3 1d10 +2 +30ft
12th +9/+4 +8 +8 +8 Spider Sense III +9/+9/+4 2d6 +2 +40ft
13th +9/+4 +8 +8 +8 Extra Arms (+2) +9/+9/+4 2d6 +2 +40ft
14th +10/+5 +9 +9 +9 Ability Bonus +10/+10/+5 2d6 +3 +40ft
15th +11/+6/+1 +9 +9 +9 True Spider Climb +11/+11/+6/+1 2d6 +3 +50ft
16th +12/+7/+2 +10 +10 +10 Spider Sense IV +12/+12/+7/+2 2d8 +3 +50ft
17th +12/+7/+2 +10 +10 +10 Ability Bonus +12/+12/+7/+2 2d8 +3 +50ft
18th +13/+8/+3 +11 +11 +11 Hide in Plain Sight +13/+13/+8/+3 2d8 +3 +60ft
19th +14/+9/+4 +11 +11 +11 Extra Arms (+4) +14/+14/+9/+4 2d8 +3 +60ft
20th +15/+10/+5 +12 +12 +12 Ability Bonus, Spider Sense V +15/+15/+10/+5 10d10 +4 +60ft

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The Spider-Monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft(other) (Int), Craft(trap making) (Int), Craft(webs) (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(arcana) (Int), Knowledge(dungeoneering) (Int), Knowledge(nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Class Features

A spider monk progress levels 4 times faster then a regular monk Weapon and Armor Proficiency: Spider-Monks may be proficient with all simple weapons plus handaxe, kama, nunchaku, quarterstaff, sai, shuriken, and siangham. After a Spider-Monk gains web shooters, he would be proficient in that too. Spider-Monks need the greatest range of movement possible and so can't use any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Spider-Monk loses AC bonus, as well as fast movement and flurry of blows abilities.

Monk Abilities (Ex): Upon taking this class, all spider-monks automatically gain the following abilities of monks: Unarmed Strike, Flurry of Blows, Fast Movement, and AC Bonus. Follow the chart above for the details of those abilities.

Spider Climb (Sp) - At level 1, the Spider-Monk's powers begin to manifest. Instead of making a Climb check, he may use the spell-like ability Spider Climb at will, but with the following modifications: The duration is only one round per use, but uses can be chained together for continuous effect. The climb speed is equal to (2 x Climb skill) + (movement speed/2) (total rounded to the nearest 5), limited to normal unarmed movement speed (with bonuses). Example: A Dwarfish lv-8 Spider-Monk with a Climb of 10 would get a spider climbing speed of 40ft (the maximum allowable speed for this race at this level).
- This ability may be used as a move action or as an immediate action, as the situation dictates.
- Starting at level 9, if spider climbing speed meets or exceeds unarmed movement speed, the spider-monk attains True Spider Climb.

Ability Bonus (Ex): Spider-monks grow in physical prowess much faster than other classes do. At 2nd level, and every third level after that, they gain a +1 Ability bonus to either Strength or Dexterity (whichever the spider-monk chooses). This is in addition to any other Ability bonuses gained through normal level-ups.

Webs:
Craft Webs (Ex): Most craft skills are Intelligence-based. Since webs are crafted biologically, switch the craft(webs) skill to be Constitution-based.
Produce Webs (Ex) - At 3rd level, the Spider-Monk can produce an amount of webbing once each day equal to Craft(webs) + 10 (increasing by another 10 at levels 8, 13, and 18). The resulting number is the feet of usable webbing gained. Any length of webbing used dissolves into nothing after one hour (increasing by 1 hour at levels 8, 13, and 18), but remains very strong until then. Unused webbing may accumulate from day to day up to a maximum of twice the production amount.

Webbing can be used for any number of purposes - rope for climbing, binding enemies, or crafting traps, just to name a few. Spider-Monks are encouraged to be creative with their usages, but should be aware of the limit of their web length. Appropriate checks (Craft, Use Rope, etc.) should also be done, depending on the situation. Dungeon Masters get final say on whether a certain use is allowable in any given context.
If an enemy is bound in webbing, it can make an Escape Artist check against the Spider-Monk's Use Rope skill check to free itself; or the subject could try a Strength check of DC 21 + Con.
The webbing, when in use, is only sticky in places where the spider-monk wants it to be (e.g. one end only, for sticking to a ceiling). Webs cannot stick to wet, oily, or extremely hot (fiery) surfaces.
Webbing is vulnerable to sharp objects and fire, against which it has an AC of 18 + Con, with 2 HP per inch thickness.

Shoot Webs (Ex) - At 3rd level, Spider-Monks can shoot webs a distance of 50 feet (improving by another 10 feet at levels 8, 13, and 18), as a standard action. This can be used to affix one end of a web to an object some distance away, or it can be used as a ranged touch attack resulting in binding, grappling, or entangling an enemy, but it does no damage upon impact, unless on a natural 20. In the case of a Critical hit, damage is equal to 1d4. Damage on a critical hit is increased to 1d6 at level 8, 1d8 at level 13, and 1d10 at level 18.

Called Shots: Spider-Monks must make a called ranged touch attack in order to bind an arm, leg, or any other part of a foe. For medium sized creatures, this costs 3 feet of webbing. Double this for every size category above medium, and halve it for every size category smaller, or modify it for differing purposes.
Non-Called Shots: When not calling a shot, spider-monks use 10 feet of webbing to cause entanglement without allowing a reflex save. Double this cost for every size category above medium, and halve it for every size category smaller.
The webs may also be used to attempt to trip or disarm an enemy, exactly as a whip can. The webbing cost would simply be the length between the two characters.
The spinnerettes/web shooters are biological growths, as opposed to a magical item or manufactured tool. They cannot be used with Flurry of Blows, but they are permanently affixed to the forearms, so they never have to be equipped or unequipped.

Spider Sense I (Ex): At level 4, spider-monks begin to develop extrasensory perception that warns them of potential danger. At this level, it is manifested as Trap Sense +2 and Uncanny Dodge.

Spider Sense II (Ex): At 8th level, spider-monks gain greater senses in the form of Trap Sense +4 and Improved Uncanny Dodge.

Paralyzing Strike (Ex): At level 10, Spider-Monk's strikes gain a paralyzing effect that may stack with other attacks. Usable 1/2 Spider-Monk level/day, the Spider-Monk may call one unarmed strike (but not in Flurry of Blows) to be a Paralyzing Strike! This must be called before the attack roll is made. If it misses, he may not try again until the next round. If it hits, the opponent must make a Fortitude save (DC 10 + 1/2 Spider-Monk level + Str) or be paralyzed for 1 round.
- Paralyzing while grappling - First the Spider-Monk must call a paralyzing strike and perform a successful unarmed attack (at highest BAB -4 for grappling). This counts as a full attack action. After the attempt, grappling resumes. If the paralyzing was successful, the spider-monk may choose to release the opponent immediately and make any available actions left to him.

Spider Sense III (Ex): At 12th level, spider-monks gain greater senses in the form of Trap Sense +6 and Tremorsense of 60 feet in contact with the ground, and any distance in contact with a Spider-Monk's web. They also gain Blindsense out to 20 feet.

Extra Arms (Ex) - At 13th level, the Spider-Monk's mutations become more grotesque as he grows two more arms! This allows him to hold two more one-handed weapons (or one more two-handed weapon), but he gains no extra attacks.
- Spider-Monk gains a +1 attack bonus to Melee and +3 attack bonus to Grapple.
- Spider-Monk may also use his extra arms to use webbing while fighting as one of his possible attacks. The web shooters should be considered the off-hand weapon. The spider-monk gains the Two-Weapon Fighting feat as long as one of the weapons used is the web shooter.
- At level 19, another set of arms grows (+4 total arms), doubling the effects given by the previous new pair of arms. However, if the Spider-Monk had more than four limbs to begin with, this feature cannot allow more than eight limbs in all.

True Spider Climb (Sp) - At 15th level (if the Spider-Monk hasn't already achieved this ability), he can always perform spider climb at maximum movement speed (but he still can't sprint while climbing) without the need for adding more ranks into Climb skill.

Spider Sense IV (Ex): At 16th level, spider-monks gain greater senses in the form of Trap Sense +8 and Blindsight out to 20 feet.

Spider Sense V (Ex): At level 20, spider-monks attain the zenith of their danger-warning sense. First, they may use Trap Sense +10. Secondly, they may use Foresight (assuming a caster level of 6, save DC of 19 + Int if cast on an unwilling subject) as a spell-like ability once/day.

Ex-Spider-Monk

A Spider-Monk who ceases to be good, who willfully commits an evil act, or who grossly violates the code of conduct loses all sense-augmenting features, i.e., trap sense, uncanny dodge, improved uncanny dodge, tremorsense, blindsense, blindsight, and foresight. He may not progress any further in levels as a Spider-Monk. He would regain his abilities and advancement potential if he atones for his violations, as appropriate.
- As an alternative to keeping a Good alignment, a Spider-Monk may turn Evil and change to the prestige class Spider Savage after at least class level 4.
If a Spider Savage ever wants to resume levels in Spider-Monk, he must complete a mission of atonement and vow never to be evil again.
- A Spider-Monk who takes on another class for other reasons incurs no penalties.

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