Base Class: Barbarian
The Pyroum gladiators believe in two things: The honor of the one on one, and the belief that all tactics are fair as long as the first rule is kept. Many tribes use their champions to settle disputes through the glorious art of combat. Their brute force proved unbeatable to most. Those who would resort to ganging up soon finding themselves even more bloodied as the first rule is never to be broken.
Spectral Rope
As you enter a rage or during a rage, you can use an action to force a dex saving throw on your opponent. If the opponent fails, a rope is attached to the target.
The rope passes through walls and other creatures. The target can not move further than 30 feet from you. If a target is forced to move more than 30 feet for any reason then you will pulled along with them.
The rope disappears if the target is incapacitated, the rope is dismissed by you, or using an action to tie a new target.
You can use this ability as many times equal to your proficiency bonus. You regain all uses of your Spectral rope on a long rest
All saves made involving this rope, are 8 + PB + STR modifier
Rough tactics
While you have your spectral rope attached to a target, you can use a bonus action to perform one of the following options
- You pull the rope closer. Your target must make a strength saving throw or be pulled forward 10 feet toward you. If the target is blocked by a wall or creature, the target will take 1d10 bludgeoning damage.
- You flick the rope sending a whip crack down the line. Your target must make a dex saving throw or take 1d6 slashing damage + STR on a failed save or half on a success.
- You finesse your rope around the target’s feet. Your target must make a dex saving throw or be knocked prone.
Come at me
You can use an action to channel the spectral energy of your rope into a weapon attack. On a hit, the target has disadvantage on attacks made to creatures other than your until your next turn.
The target then has to make a WIS saving throw. On a failed save, they can only move closer to you until their next turn.
Honorable Anger
For each time you are attacked and take damage by someone other than your attached target, you receive a +1 to attack and damage rolls. This bonus disappears after your turn.
You will also gain -1 to attack rolls each time an ally hits your attached target. This penalty disappears after your turn.
Evenly matched
If your attached target is at or below 100 HP, you can use an action to force a charisma saving throw to set both the target and your own current HP to 50 on a failed save. This damage/healing can not be mitigated/strengthened. On a successful save, you deal 5d10 necrotic damage and heal for the amount of damage taken.
You can only use this ability once per long rest
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