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View Full Version : D&D 5e/Next Master of Chains - Fighter Archetype



Quintus Vorenus
2016-12-01, 10:10 AM
Fighter Archtype: Master of Chains.

The master of chains is a fighter specializing in the use of chains as a weapon. They usually have a sinister aura about them. They use chains as tools of terror and intimidation as much as weapons. Along with their use of chains, they are good with locks as well.

Master of Reach:

At the 3rd level you become proficient in thieves tools. Also while wielding a chain weapon there is nowere your opponents can stay safe within your reach:
•You do not suffer disadvantage and your opponent does not gain advantage if he remains within 5ft of you.
•Other creatures provoke an opportunity attack when they step within your reach.

Master of Lock and Chain:

At the 7th level you learn minor enchantments to move and compel chains and locks:
•While wielding a chain weapon you can climb at you normal speed without making climbing tests. You can attack normaly while climbing.
•You can use any combination of the Knock and Arcane lock spells a number of times equal to your proficiency bonus, you recover this ability each time you take a long or short rest.

Master of Armor and Shield

At the 10th level your chains become more than mere weapons.
•As an action you may enchant a chain to wrap around your body, this counts as light armor and gives you an Armor AC of 10 + proficiency bonus.
•If you do not move you while you wield a chain weapon you gain the same ac as if you were also wielding a Shield.

Chain Bind

At the 14th level a Master of Chains may once per long rest enchant a chain to enlarge itself and magicly restrain a creature.
This counts as the spell hold monster, with the exception that it requires a Strength save to resist.
The saving throw DC is calculated as follows:
Save DC= 8 + your proficiency bonus + the modifier you use to attack with chains.

Animate Chains

At the 14th level you reach the epitome of your craft, once per long rest you can cast the Animate Objects spell. You may only animate chains with this spell, when you do so the chains size changes to fit the spell.

So you can increase or decrease their size to fit your requirements.

http://www.weapons-universe.com/Martial_Arts/Ninja/Ninja_Weapons/Manriki-Chrome.jpg

Chain

Cost: 8 gp
Damage: 1d6, Special
Weight: 10lb
Properties: reach, versatile (2d4), finesse.

Chains are used in many different cultures, and as shuch they vary between 3 and 5 feet. They also usually have difrent types of blades, spikes or weights at the end. As such it may cause bludgeoning, slashing or piercing damage depending on how it was forged.

Feat: Chain Mastery

The chain is at the same time a simple object, and a exotic weapon. While anyone can atempt to swing one in the hands of a master it moves coills and strikes as if alive.

White wielding a chain you gain the following traits:
•You gain a +1 bonus to attack rolls you make with the weapon.
•If you hit a target with the weapon you may use a bonus action to Pull. When you Pull, you can move the target 5 feet within your reach, or knock them prone. To achive this you must succed on a Strength (Athletics) againt your oponents Strength (Athletics) or Dexterity (Acrobatics).
•If you are attacked and the opponent misses you may use a reaction to disarm the target. The opponents weapon lands anywhere within your reach. To achive this you must succed on a Strength (Athletics) againt your oponents Strength (Athletics) or Dexterity (Acrobatics).