Ranger
Base Class: Ranger

Charged Cowcatcher have been very common in the wastelands and popular for cattle control, but the times have changed, not many cows running around anymore and even less herds that need protection from a simple man. They were the best god dame lasso swinging bastards out there and legends say they could even catch Zeuses lightning with single piece of string. Nowadays the few Cowcatchers still roaming these dry lands have either turned to crime or became mercenaries. Not many pass down the trade anymore but now and then a new face shows up trying to fight his way out a salon with an itty-bitty piece of string in his hands and the spirit of a thundercloud in his heart. Charged Cowcatchers are Masters of rope and knot and know how to infuse their lassos with magic lightning to subdue even the toughest of bulls.

Rope Proficient

At 3rd level, you have learned how to use a simple Rope like a sophisticated tool and weapon. You can treat any rope like a weapon called a Lasso which will have the following traits: 

  • A Lasso counts as a Light Finesse weapon with which you are proficient 
     
  • It has a reach equal to half the ropes length up to a maximum of 50 feet 
     
  • A creature hit by a Lasso must make a Dexterity Saving throw using your spell save dc, they are restrained on a failure and grappled on a success. It can free itself from either condition by using an action to make a Dex or Str saving throw. Creatures that are only grappled roll this save with advantage and you can only have one creature grappled or restrained per lasso. 
     
  • A creature restrained or grappled by the Lasso your holding can be Pulled towards you using an attack action. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) check. You succeed automatically if the target is incapacitated. If you succeed, you pull it 10 feet towards you. 

The only alteration you make to the rope at this point is adding a special knot. Other creatures can't benefit from its Lasso traits and would use it like any other improvised weapon or just as a simple rope. The rope can also be cut by any creature not restrained by it using an action, to free the creature held by it. The rope can also be cut by any amount of Slashing, Fire or Acid damage and every time your Lasso is cut it loses 10 feet of the rope's length. 

Energized Lasso

At 3rd level, you can channel static energy through your lassos. By using a bonus action, you can charge your Lassos with electricity. Any creature in contact with the lassos your holding must succeed a constitution saving throw using your spell save dc or take 1d6 lightning damage. This damage counts as Magical 
 
This damage increases to 2d6 at 10th level and 3d8 at 18th level 

Rope Tricks

By 7th level, you learn how to make rope out of anything. By using 1 hour of a long rest, you can create 50 feet of rope out of surrounding plant matter. The Rope will be crudely made and worthless to merchants, but it can be used like any other rope 
 
Additionaly you can choose one of the following Rope Tricks: 

Tight Knot

Any saves to escape from your lassos have disadvantage and if another creature tries to free a creature restrained by the lasso they must succeed a dc 13 sleight of hand check.

Trap Knot

You become able to cast the Snare spell at will.

Twin Knot

Your lasso gains a double hoop. When you throw your lasso, you can target 2 creatures within 5 feet of each other. If the Lasso is cut both creatures are set free and both creatures are subjected to any pulling from the lasso.

Unbreakable Bond

At 11th level, creatures who are grappled or restrained by your lasso and who are smaller than you or your mount are dragged along when you move away from them. When you move away the creature must make a Strength saving throw using your Strength score or that of your mount as the Dc. 
 
On a failed save the creature falls prone and if dragged over the floor, takes 1d4 bludgeoning damage for every 15 feet travelled this way.  
 
on a success the creature keeps its footing but is moved anyway 
 
Additionaly, your lassos become almost indestructible due to the electric field around them. While in your hands your lassos gain an Ac of 20 and immunity to non-magical weapons. 

Hanged Mans Knot

Starting at 15th level, you have become precise enough with your lasso to hang a man on the spot. When you hit a creature with your lasso that would be restrained by it, you can instead choose to make it a Hanged Mans Knot. The Lasso will tightly tie around their neck or other vital body part, and they are considered Grappled. If they don’t manage to break free from the lasso until the start of your next turn you can use an attack action to yank the rope, the creatures hit points drop to 0 as you pull the rope and you either chock them out or break their neck 

After you incapacitate a creature in this way you can't use this feature again until you finish a short rest. This ability can't choke out undead or creatures that don’t breathe

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Charged Cowcatcher Image

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