D&D 5E Spider monk

kerbarian

Explorer
Spidermonk, spidermonk, does whatever a spider/monk can...

We have a monk 6 (Way of Shadow) / druid 2 (Circle of the Moon) Wild Shaped into a Giant Spider. Looking at the rules, this is how I think things would work:

  1. The monk has a Wisdom of 16, so Unarmored Defense gives her an AC of 16 in spider form. This uses the spider's Dexterity (+3) and her own Wisdom (+3) which she retains in Wild Shape. She doesn't get to add the spider's natural armor because she's using an alternate method of calculating AC.

  2. When she takes the Attack action, she can attack twice due to having Extra Attack as a monk feature. Each of those attacks can use either of the spider's attacks (Bite or Web) or can be an unarmed strike using her d6 monk damage. So she could take the Attack action, shoot a web, then close in on her target and bite it.

  3. Instead of Web + Bite, the monk could use Web + unarmed strike. Then, because the monk was unarmed and used the Attack action with an unarmed strike, Martial Arts lets her take an additional unarmed strike as a bonus action.

  4. The monk is not proficient in spider webs or bites, so when making either of those attacks she would use the spider's attack bonus of +5. For an unarmed strike where the monk has proficiency, she would use the spider's Dexterity of +3 (rather than Strength, due to Martial Arts) plus her own proficiency bonus of +3 for a total attack bonus of +6.

  5. The monk has Ki-Empowered Strikes, so her unarmed strikes in spider form count as magical, but the Bite attack does not (it's not an unarmed strike).

  6. In spider form, the monk can use Shadow Step to teleport as a bonus action. The spider form has blindsight and can perceive 10' in magical darkness, but the monk could not use that to teleport because Shadow Step requires a target space you can "see".
Is all of that right?
 

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kerbarian

Explorer
I was hoping this thread would be about a sub-class of Monk.
I could do that, too :)

Way of the Spider
Some monk orders develop martial arts styles inspired by the movement and other abilities of certain creatures. Many of these are quite esoteric (very few monks follow the Way of the Ooze), but the Way of the Spider is among the more popular and effective.

Spider Flurry
When you choose this tradition at 3rd level, you learn how to attack from more directions at once than seems physically possible. When you use Flurry of Blows, you have the option to spend 2 ki points to make three unarmed strikes as a bonus action (instead of 1 ki point for two unarmed strikes).

Wall Walker
At 6th level, you gain a climbing speed equal to your walking speed. You can also climb upside down along ceilings, though this requires the use of both hands and both feet.

Spider Sense
At 11th level, you gain blindsight with a range of 10 feet. Also, you can't be surprised while you are conscious.

Venom
At 17th level, you learn to twist and disrupt the ki in your target with every touch. Your unarmed strikes deal an additional 1d6 necrotic damage.
 


Bupp

Adventurer
I could do that, too :)

Way of the Spider
Some monk orders develop martial arts styles inspired by the movement and other abilities of certain creatures. Many of these are quite esoteric (very few monks follow the Way of the Ooze), but the Way of the Spider is among the more popular and effective.

Snip!
 

Bupp

Adventurer
karate.jpg
 

kerbarian

Explorer
Way of The:
Mantis
Scorpion
Crane
Tiger
....

Keep going kerbarian!

I could do one more...

Way of the Tiger

Tiger's Fury
When you choose this tradition at 3rd level, you learn to fight with a tiger's sudden violence. During your first turn after you roll initiative, your speed increases by 20 feet and you gain an additional action. This action can only be used to take the Attack action (one attack only) using a monk weapon or unarmed strike. Also, at any time you can choose to deal slashing damage with your unarmed strikes rather than bludgeoning damage.

Hidden Stalker
At 6th level, you gain proficiency in the Stealth and Perception skills. If you already have proficiency in either skill, your proficiency bonus is instead doubled for any ability check you make that uses that skill.

Bestial Roar
Starting at 11th level, you can spend 2 ki points to roar as an action. When you do, each creature you choose within 30 feet must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Bestial Roar for the next 24 hours.

Greater Fury
Starting at 17th level, you gain Advantage on all attacks you make with monk weapons or unarmed strikes during your first turn after you roll initiative. Also, your additional Attack action from Tiger's Fury is no longer restricted to a single attack.
 
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G

Guest 6801328

Guest
Way of the Viscous Ooze

3rd Level
Absorb Blows: once per turn when you are hit with a weapon you may spend your Reaction and 1 Ki to give yourself resistance to that particular attack form until the start of your next turn.

You also always have resistance to Acid damage.

6th Level
Eye of the Needle: if you spend 1 Action you may transform your body so that you can squeeze through improbably tight spaces, as small as 1 inch across.

13th Level
Caustic Belch: you may use your Bonus Action, and spend 1 Ki, to belch forth corrosive acid in a 10' cone, causing twice your Monk damage as Acid Damage.

17th Level
Divide and Conquer: You may spend 1 Action to divide yourself into two copies, each about half of your original size. For one minute each of these two halves may take Actions independently. At the end of the minute the two halves must reunite into the whole, the monk suffering 1 level of Exhaustion for each extra round it takes to reunite.
 

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