Monk Tradition: Way of the Orb Weaver (PEACH)

Post/Author/DateTimePost
#1

CaptainPicard

Sep 21, 2014 19:32:05

Being a giant anime nerd, I always found it surprising how there was no option in any D&D edition to do completely unrealistic string-based attacks, especially in a game where there is an entire race with a spider theme that specializes in stealth and trickery, and favours dextrous classes and builds.

 

So, based on a 4e villain I ran a while back, I have designed this Monk subclass to enable PCs to do just that. This is certainly not going to be for everyone, but if you like this sort of stuff, here you go!

 

NEW ITEM:

 

Adamantine Thread: This is an extremely fine thread of worked adamantine, infused with the radiation that permeates the Underdark. While as flexible as normal thread, it is dangerously sharp, and very difficult to break. As it is so difficult to see, a character has advantage on any Dexterity (Sleight of Hand) checks made to conceal this item on his or her person. Cost: 250 gold pieces (or whatever you think is reasonable; a character following this tradition may receive this item from his or her monastery or teacher upon reaching third level, if deemed appropriate).

 

PATH:

 

Way of the Orb Weaver

An obscure monastic tradition typically practiced only by Drow, who see it as akin to a spider weaving its web, followers of this tradition dedicate themselves to mastery of the use of adamantine thread as a weapon. Practitioners of this art learn to infuse the thread with their ki, enabling it to act as an extension of their body.

 

Bonus Proficiencies

Starting when you choose this tradition at 3rd level, you gain proficiency in the Sleight of Hand skill. In addition, when manipulating adamantine thread with both hands free, you may use it as a weapon that does 1d6 slashing damage, with the Finesse and Reach qualities. You may use adamantine thread as a Monk weapon.

 

Web Arts
Starting when you choose this tradition at 3rd level, you gain the ability to manipulate your adamantine thread to perform a variety of mundane tasks. As an action, so long as you have one hand free to manipulate your thread, you can do one of the following:

 - Retrieve a small, unattended item (weighing no more than five pounds) up to ten feet away from you. You may bring the object to your hand, or drop it on the ground at your feet.
 - Make a Dexterity (Sleight of Hand) check to lift a small object off another person within ten feet. You may bring the object to your hand, or drop it on the ground at your feet.
 - You may affix yourself to a wall or other solid surface, and suffer no chance of slipping or falling, or exhaustion for holding yourself in place. You must still make Strength (Athletics) checks to move to a different location, however.

 

Web Trap
At 6th level, you learn how to use your strings to weave deadly traps for your opponents. As an action, you can spend 2 ki points to construct a thread trap, filling up to a 10 foot by 10 foot cube adjacent to you with adamantine thread. The cube must be bounded by a solid object, such as a wall or floor, on at least three sides. At the DM's discretion, terrain such as trees, shrubs, or stalagmites may qualify as walls as well. The trap lasts until triggered, or you choose to disassemble it. To notice the trap, a creature must succeed on a Wisdom (Perception) check with a DC equal to your Ki save DC. You may have only one Web Trap constructed at a time.

 

When another creature enters the trap's area, as a reaction, you may make an attack using your thread against it, so long as you are on the same plane of existence. You have advantage on this attack if the creature was unaware of the trap's presence. At the DM's discretion, if multiple creatures enter the cube at the same time, you may attack all of them simultaneously.

 

Binding Threads
Beginning at 11th level, you may bind a creature you strike with your strings, preventing it from moving, as a creature caught in a spider's web. When you hit a creature with a weapon attack using your adamantine thread, you may spend 2 ki points to attempt to bind it with your strings. The creature must make a Dexterity saving throw against your Ki save DC to resist the effect, otherwise it is Restrained. It may repeat the save at the end of each of its turns. It does not have disadvantage on this save.

 


Puppeteer's Threads
At 17th level, you can use your threads to control a creature's actions, as a performer controls a marionette. When you hit a creature with a weapon attack using your adamantine thread, you may spend 3 ki points to latch your thread onto its body and control it. The creature must make a Dexterity saving throw against your Ki save DC. If it fails, the creature's speed drops to 0, and it cannot take actions. On your turn, you may use your action to move the creature up to its speed and have it make an attack against a target of your choosing. You may also have the creature make reactions, but you must use your own reaction to do this.

 

The creature may repeat the save at the end of each of its turns. The creature may attempt to violently rip the thread from its body, gaining advantage on this saving throw, however it takes 6d6 slashing damage in this case, whether or not it succeeds.

#2

Elfcrusher

Sep 21, 2014 20:24:26

Cool!  Can I store my string on a disk-like spool, so that I can unwind it by throwing the spool, and when I'm done (or if I miss my attack) the momentum of the spool will cause the thread to rewind, returning the spool to my hand?

(Reply to #2)

CaptainPicard

Elfcrusher wrote:
#4

Kavrek

Sep 21, 2014 23:12:49

CaptainPicard wrote:
#5

Oraibi

Sep 21, 2014 23:54:35

Elfcrusher wrote:
(Reply to #4)

CaptainPicard

Kavrek wrote:
#7

Strill

Sep 25, 2014 5:19:20

Binding Threads

Beginning at 11th level, you may bind a creature you strike with your strings, preventing it from moving, as a creature caught in a spider's web. When you hit a creature with a weapon attack using your adamantine thread, you may spend 2 ki points to attempt to bind it with your strings. The creature must make a Dexterity saving throw against your Ki save DC to resist the effect, otherwise it is Restrained. It may repeat the save at the end of each of its turns. It does not have disadvantage on this save.