Way of the Spider

Spider's Kiss

Starting when you choose this tradition at 3rd level, your attacks are laced with arachnid venom. When you hit a creature with an unarmed attack, you deal an additional 1d4 poison damage.

When a creature is dealt poison damage by one of the attacks granted by your Flurry of Blows, that creature must make a Constitution saving throw. The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. On a failure, the creature is poisoned for 1 minute and takes 1d4 poison damage at the start of each of its turns. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the condition on a success.

Arachnid's Snare

When you reach 6th level, you gain the ability to trap your foes in sticky webbing. When you hit a creature with an unarmed attack, you can spend 1 ki point to force the creature to make a Strength saving throw. The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. On a saving throw, the target is restrained until the start of your next turn.

Spiderwalk

Beginning at 11th level, you learn to move in a way that mimics the movement of a spider. You have the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to its walking speed.

Webweaver

At 17th level, you learn to magically generate webs in the style of an arachnid. By using an action and expending 2 ki points you create one of the following effects:

You cast the web spell.

You create a thin string of webbing up to 120 feet long that is strong enough to hold your weight. While the string is solid, you can hang from or swing off of it. Swinging off this string allows to you travel a distance up to 120 feet. You can unravel the string (destroying it) using a bonus action, and any creature within 5 feet of the string can cut it using an action.

You create a 60 foot long, 1 foot wide, and 1 foot thick cord of webbing. You can move across this cord with ease. Another creature trying to move along this cord must make a DC 15 Dexterity (Acrobatics) check or fall off of it.