Base Class: Rogue
Knightbreaker Rogues are bold-faced individuals who take pride in their work as brokers, liaisons or rebels. Aside from their penchant for disestablishment of oppressive systems and means of taking such systems down, their hands marked with pinkish fire are the best indicator of their particular archetype.
This subclass is part 6 of the Aether series.
Tatters of Battle
At 3rd level, your hands are simply drawn to your enemy’s means of combat. Whenever you use the Use an Object action, you may attempt to disarm an opponent within your reach. You make a Dexterity (Sleight of Hand) check against your opponent’s Strength (Athletics) or Dexterity (Sleight of Hand) check. If you succeed, you may take their weapon into a free hand and mark it with nether, not including arcane foci or spellbooks. If you have no free hands, the item lands on the ground within 5 feet of you. You may also mark an item with nether if you take an action to mark an object neither being held nor carried. You have disadvantage on your check if the creature is Large or bigger, or if it is holding the targeted item with two or more hands. You have advantage on your check if you are one or more size categories larger than the target.
Your enemy may want to retrieve their weapon. To attempt to get their item back, they must use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your Dexterity (Sleight of Hand) check when within melee range (5 feet if not a melee weapon) of the item. On a successful check, they take their item back. Their check is made at the start of their turn, as a free action, and their roll gains a bonus of +3X, where X is the number of times they have failed the roll. You cannot affect more than one weapon per creature with this feature.
Chaos on the Horizon
Additionally at 3rd level, you may use a bonus action to create a tether of nether to connect yourself to a weapon. This tether can only be made with weapons marked with nether via Tatters of Battle. You may choose whether or not the tether is visible, though it will be visible to creatures with Truesight. The weapon floats within 5 feet of you, and when you take the Attack action, you may move it up to 10 feet and make an attack with it, replacing one of your attacks. This tether lasts for 30 seconds (5 rounds), or until you make another tether.
Killcall
At 9th level, for each weapon with which you currently have a tether, you may make an extra attack with it on your turn. For each of these extra attacks made, you suffer a -1 to your AC until the start of your next turn.
Neverwielding
At 13th level, your mastery of nether grows to pester your enemies. You may have nether tethers with 2 items at a time. Furthermore, each tether's maximum length is increased to 30 feet. Additionally, you may use Tatters of Battle as a free action, once per round if it hasn’t already been used, by lowering your AC by 1 until you take a long rest.
Tetherblade Maelstrom
At 17th level, you may have up to 3 tethered items at a time. For each tethered item, you gain a bonus of +1 to your AC and your martial saving throws (DEX / STR / CON). Additionally, when using Uncanny Dodge, you further reduce incoming damage by 5 points per tethered weapon that you have not attacked with in your previous turn. This damage reduction also applies to irreducible damage.
Previous Versions
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