Base Class: Rogue
Very few know the secret to spinning Steelsilk Thread, but it serves as the main component in the Stitcher's toolkit. Using this Special thread, such rogues can create incredibly strong bindings, along with linking the life forces of creatures together. Some have even learned to manipulate those they have threaded, controlling them as one would a puppet.
Steelsilk Needles
3rd-level Stitcher feature
You have proficiency in Steelsilk Needles
Additionally, you understand the process to maintain, spool, and thread Steelsilk for capable needles. During a long rest, you can Create enough Steelsilk needed for the next day, Provided you long rest.
Threading art
3rd-level Stitcher feature
You have a knack for Steelsilk to control those around you. You gain the benefits of the following features while you are wielding them. Your thread DC Equals 8 + Your proficiency bonus + your Dexterity modifier.
Binding Weave. You may attack with your Steelsilk needles. If the attack hits, the target is considered Threaded; Additionally, if the target is applicable for a Sneak Attack, you may, instead of dealing damage, apply the Threaded condition without alerting the target. Threads created this way are nearly invisible and require a Wisdom (Perception) or Intelligence ([skill]Investigation[/skill) check against your thread DC to perceive. 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 break a thread link by using an action to make a Strength ([skill]Athletics[/skill) against your thread DC. If one target breaks their thread link, Both targets are no longer considered Threaded. A creature may only be thread linked to a single other creature at a time.
Draw Tight. As a bonus action you may pull two thread linked targets together. Using Weight and Size class, the targets move together (or one moves to the other) and both take damage equal to your sneak attack dice and an additional D6 for every 5 feet moved. If both are Immovable, both targets instead take damage equal to your stealth attack dice, and do not move; in either case the threads break. if one target is linked to an object considered Immovable, then the Thread Linked creature is moved to the object and becomes Restrained in addition to the sneak attack damage and the additional d6 for every 5 feet moved.
Cinched Fate
9th-level Stitcher feature
Your threads bind the pains of creatures that are tied by them. When you attack a creature that is thread linked to another creature, the creature that is not taking damage takes damage equal to half of the damage you dealt as Psychic damage. This Psychic damage occurs as the target is racked with pain, the threads dragging through them, allowing a creature to Know they have been Threaded.
Flowing Needles
9th-level Stitcher feature
You can move with grace to control your steelsilk and needles, making them dance through the air according to your will. Your melee range is extended by 5 feet. Additionally, your range of your steelsilk Threads is now 90ft.
Level 13: Puppeteering Strings
9th-level Stitcher feature.
When you have only one Threaded creature, you can control the creature bound by your Steelsilk to act as your puppet. as an action you may force a Threaded creature to make a Wisdom save against your steelsilk thread DC, on a failure it must use it's reaction to take an attack, use an ability you are aware it is capable of, or cast a spell you have seen it cast before. You may use this feature a number of times equal to your dexterity modifier per Long rest
When considering a forced spell's components, A threaded target may be forced to exhale or move it's jaw in a close approximation of the components or force it's hands to move as you need. Material components must be present in some way to be cast; be it on you, in the hands off the caster, or bound within your threads.
A Stitch in Time
17th-level Stitcher feature
You have learned to lengthen the threads of fate, extending time for you and your threads for a moment. As an action, you may create a sphere with a radius of 90ft that lasts for a number of rounds equal to your dexterity modifier; in this sphere you are the only person able to move and act, unless there is a legendary creature. You are limited to the following actions; Binding Weave (dealing no damage), Dash, and Draw Tight, Dodge, Hide. Under this Sphere, you can bind any number of targets, adhering to the length of thread (90 feet), into one bind. Using your Draw tight ability will end this sphere early. Legendary creatures may act as they see fit within this sphere, unaffected.
You may only use this feature once per Long rest.
Comments