Monastic Tradition - Way of the Spider

Your body starts to transform and gain arachnid properties.

Created by Daniel Nnorth

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Way of the Spider

When you have proven yourself to the monks of this order at level 3, you are given the choice to drink a potion and join thier order. Once you take this path you cannot deviate from it (you are unable to multiclass any further, your DM can lift this restriction).

The potion given to you is a magically enchanted mixture of spider venom and blood, with a few other secret ingredients. When you drink it you must make a DC 16 Constitution saving throw. On a failed save you take 1d6 necrotic damage, and your maximum hit points are reduced by an amount equal to the necrotic damage taken. This reduction lasts until you finish a short or long rest.

Spinnerettes

Starting at level 3, ...fluff...spinnerettes form at your wrists...fluff...you can hurl a solid ball or rope of spider's silk from your palms. You gain two ranged spell attacks that you can use with the attack Action. The attacks have a range of 60 feet. You are proficient with them, and you add your Dexterity modifier to their attack and damage rolls.

Web-Bullet. 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 colum of the Monk table.

When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.

Web-Rope. This attack deals no damage. The webbing can be used as a rope attached to one target or to a surface within range. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage; can be burst with a DC 15 Strenglh check). As a bonus action or reaction, you can attach the other end of the web rope to a surface within 5 feet of you.

Web Slinging

Starting at level 6, you gain a set of combat abilities, referred to as maneuvers, which are fueled by ki points.

Ki Maneuvers. You learn two maneuvers of your choice, detailed below. You can use more than one maneuver per turn, but no more than one maneuver per attack.

You learn two additional maneuvers of your choice at 10th level and two more at 15th level.

The maximum number of ki points you can spend per turn on maneuvers is determined by your monk level, as shown in the Maneuvers and Ki Points table.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your profieiency bonus + your Strength or Dexterity modifier (your choice).

Maneuvers and Ki Points
Monk Levels Maximum Ki Points for a Maneuver
5th - 8th 3
9th - 12th 4
13th - 16th 5
17th - 20th 6

Ki Maneuvers

The maneuvers are presented in alphabetical order.

Distracting Webs. When you hit a creature with a web-bullet attack, you can spend one or more ki points to distract the creature, giving your allies an opening. You add the number of ki points spent to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork. When you move, you can spend one or more ki points, and add the number of ki points spent to your AC until you stop moving.

Parry. When another creature damages you with a melee attack, you can use your reaction and spend one or more ki points to reduce the damage by the number of ki points spent + your Dexterity modifier.

Riposte. When a creature misses you with a weapon attack, you can use your reaction and spend one or more ki points to make a web-bullet attack against the creature, if you hit, you add the number of ki points spent to the attack's damage roll.

Spider Climb. When you move, you can spend 3 ki points. You gain the ability to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. This lasts for up to 1 minute, as long as you maintain concentration.

Web Blind. When you hit a creature with a web-bullet attack, you can spend one or more ki points, to attempt to blind the target with webbing. The target must make a Dexterity saving throw. On a failed save, the target is blinded by webbing for a number of rounds equal to the number of ki points spent. As an action, the restrained target can make a Strength check, removing the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Web Brachiation. On your turn, you can use an action and spend 3 ki points to gain a fly speed that is double your normal speed. This lasts for up to 1 minute, as long as there is a surface your web-rope can attach to that is at least 10 feet off the ground and within range (such as trees, buildings, dungeon walls, etc...).

Web Disarm. When you hit a creature with a web-rope attack, you can spend 2 ki points to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. You may make a DC 12 Dexterity check to retract your web and grab the object, otherwise the object lands at its feet.

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Monastic Tradition | Way of the Spider

   Web Pull. When you attack a creature with a web-rope attack that is within 30 feet, you can spend one or more ki points to attempt to stop a creature and pull it towards you. You add the number of ki points spent to the attack roll. If the attack hits and the target is Large or smaller, it must make a Strength saving throw. On a failed save, the target's speed becomes 0 until the end of the turn and it is pulled up to 10 feet towards you. If the target lands within 5 feet of you, you can make one unarmed attack as a bonus action.

Web Shield. As a reaction, when you are hit by a weapon or spell attack, you can spend two or more ki points. A cocoon like barrier of webs appears and protects you. Until the start of your next turn, you gain a bonus to your AC equal to the number of ki points spent to a maximum of 5 ki points (+5 AC bonus).

Web Snare. When you hit a creature with a web-rope attack, you can spend one or more ki points, to attempt to restrain the target with webbing. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, the target is restrained by webbing for a number of rounds equal to number of ki points spent. As an action, the restrained target can make a Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Web Trap. On your turn, you can use an action and spend 2 ki points to cast the web spell.

Web Trip. When you hit a creature with a web-rope attack that is within 30 feet, you can spend 2 ki points, to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Spider-Sense

Starting at level 11, you gain the ability to feel vibrations and currents in the air or in web lines, much like a real spider.

You have a bonus to your passive Wisdom (Perception) score equal to your Dexterity modifier.

Additionally, you gain the following ki abilities:

Alertness. You can spend 2 ki points as a bonus action to gain greater awareness of your surroundings.

For the next minute, you gain the following benefits as long as you maintain concentration:

  • You can't be suprised while you are conscious.
  • You gain a +10 bonus to your passive Wisdom (Perception) score.

Blindsight. You can spend 4 ki points as a bonus action to gain blindsight out to a range of 30 feet for up to 1 minute, as long as you maintain concentration.

Web-Sense. While in contact with a web, you can spend 3 ki points as a bonus action to know the exact location of any other creature in contact with the same web within 120 feet.

Arachnid Mutation

Starting at level 17, You choose one of the following mutations to adopt:

Camouflage. As an action, you can spend 3 ki points to become invisible for up to 10 minutes as long as you maintain concentration. While you are invisible this way, your speed is reduced to 15 feet. Attacking and interacting with objects does not break this invisibility. You can use your bonus action to end your invisibility early.

Mark of the Spider. When you successfully grapple a creature, you can spend 4 ki points as a bonus action to grab the target's face and attempt to rip the flesh from their skin. The creature must make a Constitution saving throw, taking 6d10 fire damage on a failed save, or half as much on a successful one.

Venom Strike. You grow hidden poisonous barbs in your fists to paralyze your foes. When you hit a crealure with an unarmed slrike, you can spend 3 ki points to inject the target poison. When you use this action the creature must make a Constitution saving throw, taking 3d10 poison damage on a failed save, or half as much 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.

You can have only one creature under the effect of this fealure at a time. You can choose to end the paralysis harmlessly without using an action.

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Monastic Tradition | Way of the Spider

New Equipment

Death Spear

Weapon (any polearm), very rare (requires attunement)

This weapon has 10 charges. While wielding this weapon, you gain a +1 bonus to weapon attack and damage rolls with this magic weapon. This weapon releases an aura of negative energy in a 5-foot radius. When you hit with a melee attack using this weapon, it deals and extra 1d6 necrotic damage to you and the target.

Additionally, when you hit with a melee attack using this weapon, you can expend a charge as a bonus action to cast the blight spell on the target.

If you expend the last charge, the weapon retains aura of negative energy and enchantment bonus.

Eyes of the Spider

Wonderous item, legendary (requires attunement)

This device fits on the head in such a way that it covers the wearer's left eye. Eight rubies are set into its silver surface, starting directly over the covered eye and rising in a line toward the top of the head. A character wearing this device cannot also wear a pair of eye lenses or goggles (though they can wear a single eye lense, such as a single eye of charming or eye of doom) or a headband, hat, or helmet.

When the eyes of the spider are first put on, the device extends a protrusion into the wearer's left eye socket. This causes excruciating pain and deals 3d6 points of piercing damage. Once this occurs, the wearer is attuned to this device and it cannot be removed until the wearer is dead.

This device has 3 charges. While wearing this device, as an action you make a gaze attack. An creature in a 30 foot cone in a direction of your choosing that can see you must make a successful DC 17 Constitution saving throw. On a failed save, a target takes 2d10 necrotic damage, and the target's Charisma score is reduced by 1d4. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

While attuned to this device you gain the following abilities:

  • You are immune to all mind-affecting effects (charm, ...)
  • You can see in every direction. You cannot be flanked and you gain a +5 bonus to your passive Wisdom (Perception) score.
  • You gain trueseeing out to 60 feet.

This device regain 1d4 - 1 charges daily at midnight. If you expend the last charge, roll a d20. On a 1, this device ceases to function for 2d10 days. To regain function you must remain in a location at least 10 feet under ground in total darkeness for at least half the duration.

Mithril Spider Legs

Wonderous item, legendary (requires attunement)

While you are attuned to this device and it is placed on your back, you can speak the command word as a bonus action to have four large metallic spider legs emerge. They feel as if an extension of your body, granting your extraordinary abilities.

While the legs are active, you gain the following benefits:

  • Your Strength score is 20 while you wear this device. They have no effect on you if your Strength is already 20 or higher.
  • Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
  • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed.
  • You gain the effect of a freedom of movement spell.
Rod of the Twisted Weave

Wonderous item, legendary (requires attunement)

This rod is a long black scepter with a point on one end. The other end is carved with intricate designs of woven and twisted strands of spider webs, with raw magical energy glowing pale purple eminating from the carving.

While wielding this rod, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll between 18 and 20 for the save and the spell is 7th level or lower, the rod creates a backlash of negative energy targeting the caster dealing 1d10 necrotic damage per spell level, using the spell attack bonus of the caster. Undead are healed by this effect.

Sacred Spinnerettes

Wonderous item, very rare (requires attunement by a Monk of the Way of the Spider)

These bracers have 5 charges. While wearing these bracers, you gain a +1 bonus to attack and damage rolls made with your web-bullet and web-rope attacks. These bracers can produce one of the four following effects (determined by your DM):

When you make a web-bullet attack you can expend one or more charges to apply one of the following effects to the attack:

Acidic Webs. On a hit, the target takes 1d4 acid damage for each charge spent immediately and 1 acid damage for each charge spent at the end of its next turn.

Shock Webs. On a hit, the target takes ld4 lightning damage for each charge spent, and it can't take reactions until the start of its next turn.

When you make a web-rope attack you can expend one or more charges to apply one of the following effects to the attack:

Charged Web. The DC of Maneuvers made with this attack are increased by +1 for each charge spent.

Feedback Web. On a hit, the target takes ld4 necrotic damage for each charge spent, and you regain 1 hit point for each charge spent.

These bracers regain 1d4 + 1 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, these bracers bursts into shards and are destroyed. Every creature within a 10-foot radius that is Large or smaller must make a DC 17 Strength saving throw. On a failed save, the target is restrained by webbing for 1d4 rounds. As an action, the restrained target can make a Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

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Monastic Tradition | Way of the Spider

   Feedback Web. On a hit, the target takes ld4 necrotic damage for each charge spent, and you regain 1 hit point for each charge spent.

These bracers regain 1d4 + 1 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, these bracers bursts into shards and are destroyed. Every creature within a 10-foot radius that is Large or smaller must make a DC 17 Strength saving throw. On a failed save, the target is restrained by webbing for 1d4 rounds. As an action, the restrained target can make a Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Robe of Gentle Repose

Wonderous item, uncommon

This garment surrounds the wearer in a constant gentle repose effect, preventing all decay of their corporeal form.

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Monastic Tradition | Way of the Spider

License

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Cut

Combat Superiority

Starting at level 6, you gain a set of combat abilities, referred to as maneuvers, which are fueled by special dice called superiority dice.

Superiority Dice. You have four superiority dice, which are d4s. A superiority die is expended when you use it. You regain all your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 10th level and one more at 15th level.

Maneuvers. You spend your superiority dice on your maneuvers. You learn two maneuvers of your choice, detailed below. You can use more than one maneuver per turn, but no more than one maneuver per attack.

You learn two additional maneuvers of your choice at 10th level and two more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your profieiency bonus + your Strength or Dexterity modifier (your choice).

Maneuvers

The maneuvers are presented in alphabetical order.

Distracting Webs. When you hit a creature with a web-bullet attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Riposte. When a creature misses you with a weapon attack, you can use your reaction and expend one superiority die to make a web-bullet attack against the creature, if you hit, you add the superiority die to the attack's damage roll.

Spider Climb. When you move, you can expend one superiority die. You gain the ability to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. This lasts for up to 1 minute, as long as you maintain concentration.

Web Disarm. When you hit a creature with a web-rope attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. You may make a DC 12 Dexterity check to retract your web and grab the object, otherwise the object lands at its feet.

Web Blind. When you hit a creature with a web-bullet attack, you can expend one superiority die, rolling the die, to attempt to blind the target with webbing. The target must make a Dexterity saving throw. On a failed save, the target is restrained by webbing for a number of rounds equal to number rolled. As an action, the restrained target can make a Strength check, removing the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Web Brachiation. On your turn, you can use an action and expend one superiority die to gain a fly speed that is double your normal speed. This lasts for up to 1 minute, as long as there is a surface your web-rope can attach to that is at least 10 feet off the ground and within range (such as trees, buildings, dungeon walls, etc...).

Web Pull. When you attack a creature with a web-rope attack that is within 30 feet, you can expend one superiority die to attempt to stop a creature and pull it towards you. You add the superiority die to the attack roll. If the attack hits and the target is Large or smaller, it must make a Strength saving throw. On a failed save, the target's speed becomes 0 until the end of the turn and it is pulled up to 10 feet towards you. If the target lands within 5 feet of you, you can make one unarmed attack as a bonus action.

Web Snare. When you hit a creature with a web-rope attack, you can expend one superiority die, rolling the die, to attempt to restrain the target with webbing. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, the target is restrained by webbing for a number of rounds equal to number rolled. As an action, the restrained target can make a Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Web Trap. On your turn, you can use an action and expend one superiority die to cast the web spell.

Web Trip. When you hit a creature with a web-rope attack that is within 30 feet, you can expend one superiority die, to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Saved

Fangs. Bite attack; can be use as an unarmed attack; does piercing damage instead of bludgeoning; can spend ki on a hit to deal 1d10 poison damage per ki point spent. (no more than X per long rest to restore venom glands, X=Con+?)

Healing Cocoon.

3+ ki; become incapacitated, prone, and restrained for the duration (time 1-10 minutes?); regain 1d8 per ki point spent plus your Constitution bonus hit points (max (3+Con)d8?); 1/long rest

rebirth reaction?

Mark of Kaine. when you grapple a creature you can spend 4 ki points to deal 5d10 radiant damage (save?)

Stingers. 2x one in each palm; ranged weapon attack; piercing damage; save vs poison damage and paralysis; duration 1 minute?; 2/long rest

Qlin'tar Symbiote

Basically a "vanilla" version of the Venom Symbiote before bonding and gaining the personality traits of the host.

Update

KYRZIN'S OOZE Wondrous item, very rare (requires attunement) This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar's interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties. Resistant. While attuned to Kyrzin's ooze, you have resistance to poison and acid damage, and you're immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you're wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can't be used again until the next dawn. Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can't be used again until the next dawn. Symbiotic Nature. The ooze can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you. If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding allied with the daelkyr (see the Monster Manual for the black pudding's stat block).

LIVING ARMOR Armor (any), very rare (requires attunement) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +l bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion

Sentience. A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see "Random Properties" below). Life Support. Whenever you end your turn with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you. Random Properties. A docent has the following properties: Languages. The docent knows Common, Giant, and ld4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses. Skills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature. Spells. The docent knows one of the following spells and can cast it at will, requiring no components (roll a d6): (1-2) detect evil and good or (3-6) detect magic. The docent decides when to cast the spell. Personality. A docent is designed to advise and assist the warforged it's attached to. One of the simple functions of a docent is to serve as a translator. The docent's properties are under its control, and if you have a bad relationship with your docent, it might refuse to assist you.

DYRRN'S TENTACLE WHIP Weapon (whip), very rare (requires attunement) This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm. You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra ld6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn. As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again. Symbiotic Nature. The whip can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you.