Way of Webs
This tradition stems from the Spider Clan of warriors, who emulate many of the techniques of arachnids. These monks seek to control and restrict their opponents, whether it be on the battlefield or in parlance.
Way of the Placeholder Features
3rd-level Way of Webs feature
You can add your Wisdom modifier to Strength (Athletics) and Charisma (Deception) checks you make.
In addition, whenever you hit a single creature with two unarmed strikes on the same turn, you can choose to grapple it without a check (escape DC equals your ki save DC).
Moving a creature your size of smaller during a grapple costs you no extra movement, and whenever you roll a 1 or 2 on a damage roll for an unarmed strike against a grappled target (whether by you or another creature or effect), you can reroll the die and must use the new roll.
6th-level Way of Webs feature
You gain a climbing speed equal to your walking speed. If you spend 1 ki point, you can climb sheer surfaces without impediment and walk along a vertical surface without using your hands for 1 minute.
11th-level Way of Webs feature
Able to sway and move in a fluid fashion, you gain immunity to the grappled, prone, and restrained conditions.
17th-level Way of Webs feature
At the start of each of your turns, a creature that you grapple takes poison or acid damage (your choice when you deal the damage) equal to your Wisdom modifier. After dealing this damage, you can’t deal it again until the start of your next turn.
In addition, a creature your size or smaller that you grapple is also restrained.