Way of the Spider
Monks following the way of the spider can do much more than crawling on walls. This monastic tradition teaches its followers to make use of everything at their disposal in order to reach their goals.
Remember, however, that with great power comes great responsibility.
Spiderwalk
Starting when you choose this tradition at 3rd level, you gain a climbing speed equal to half your walking speed and can move freely along vertical surfaces and ceilings and ignore movement restrictions caused by webbing.
While in contact with a web, you know the exact location of any other creature in contact with the same web.
Spider Disciple
When you choose this tradition at 3rd level, you learn techniques that bring you closer to the spider inside you.
You learn two Web Techniques of your choice, which are detailed in the "Web Techniques" section below.
You learn one additional elemental discipline of your choice at 6th and 11th level and the remaining techniques at 17th level.
Web Techniques
The web techniques are presented in alphabetical order.
Great Web. You can spend 2 ki points to cast Web.
Pulling Web. You learn the Thorn Whip cantrip and can spend 1 Ki point to cast it as a bonus action. When you cast Thorn Whip it deals bludgeoning damage, rather than piercing damage.
Reactive Sling. You can use your Deflect Missiles feature even if the target of the projectile isn't you, provided they are within 30 feet of you.
Restraining Web. You can spend 2 ki points to cast Hold Person or spend 5 ki points to cast Hold Monster, but the target has to make a dexterity saving throw to escape the effect of the spell, rather than a wisdom saving throw, and can choose to make either a strength saving throw or a dexterity saving throw to end the effect on subsequent turns, rather than a wisdom saving throw. You can spend more ki points when you use this feature, increasing the level of the spell for each extra ki point spent.
The maximum amount of points you can use for this feature equals half your monk levels rounded up.
Spider's kiss When you hit another creature with an unarmed melee weapon attack, you can spend 1 ki point to poison your target. The target must make a Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 Hit Points, the target is stable but Poisoned for 1 hour, even after regaining Hit Points, and is Paralyzed while Poisoned in this way.
Web Attacks. You gain a new attack option that you can use with the Attack action. This special attack is a ranged weapon attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is bludgeoning, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. At 6th level, these attacks become magical for the purpose of overcoming resistances.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Web Slinging. As long as there are sufficiently high points of support around you, like buildings or trees, you gain a flying speed equal to your speed +10 feet.
Spider Sense
Beginning at 6th level, you can't be surprised while you are conscious. As a reaction, when you get targeted by an attack or a harmful effect, you can spend 2 ki points to use the Dodge action.
At 17th level, you gain advantage to initiative rolls, and you only spend 1 ki point to use the Dodge action as a reaction.
Spider Strength
Starting at 11th level, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
