Rogue
Base Class: Rogue

Using special needles in place of dagger, the Thread/Wire rogue aims to get in close, thread foes together and manipulate them to their advantage.

Level 3: Needle Proficiency

You become proficient with enchanted needles.

Threading Art

Binding Weave: When you hit with an attack using
enchanted needles, you can attach enchanted thread to
a creature. If the attack hits, the target is considered
threaded. Against objects, you may thread the target as
an action instead. When you thread a target, you may
thread link it to a previously threaded target within 60ft.
A creature may break a thread link by using an action to
make a Strength saving throw against your thread DC. If
one target breaks their thread link, both targets are no
longer considered to be thread linked. A creature may
only be thread linked to a single other creature at a time.
Threads created this way are nearly invisible and require
a Wisdom (Perception) or Intelligence (Investigation)
check against your thread DC to perceive.

Draw Tight: As a bonus action you may pull two thread
linked targets together. Using the GM’s discretion based
on weight and size, the targets move together or one
moves to the other, and both suffer 2d6 bludgeoning
damage per 5 feet traveled. If one of the targets is
considered by the GM to be immovable, the other target
becomes restrained to the immovable object. If both targets are creatures, the smaller creature moves with
the larger creature and may not move away from that
creature while both are thread linked. If both creatures
are the same size, they must move together and both
move at half speed. If both targets are considered
immovable, both targets suffer 2d6 piercing damage as
the threads pull out and break.

Cinched Fate

Your threads bind the futures of creatures that are tied by
them. When you deal damage to a creature that is thread linked
to another creature, the creature that is not taking damage
takes damage equal to half the amount you deal.

Puppeteering Strings

You can channel your will into creatures bound by your
enchanted thread to make them your puppet for a short time.
As an action you may touch a creature threaded by you to cast
Dominate Monster. When you do so, the saving throw DC is
equal to your thread DC and the spell ends at the end of your
next turn. You may use this feature a number of times equal to
your Dexterity modifier per long rest.

Level 17: Living Needles

You can telekinetically control your enchanted needles, making
them dance through the air according to your will. Your melee
range is extended by 5 feet.

Level 17: A Stitch In Time

You have learned to weave your thread through the essence
of the world, gaining the ability to bring it to a halt momentarily.
As an action, you may cast the spell Time Stop. During the
duration of the spell you may use an action to thread a creature
or object you are adjacent to without attacking them. You may
also use a bonus action to use the Draw Tight feature on all
thread linked targets, ending the spell

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