Base Class: Fighter
As a Chain Combatant, you wipe the battlefield clean creating openings for themselves and their allies. You can bring your foe to their knees with but a strike.
Chained Weapon Master
You gain proficiency in Chained Weapons.
You also have the ability to attach a chain of any length up to 30 ft, minimum of 5 ft to any melee weapon.
Also, you can utilize the smithing tools to craft different chains.
Resolve
You get special points called Resolve which can be used to regain certain features and to perform Chain Gambits.
At level 3 you gain Resolve equal to your Strength Modifier plus 1 (minimum of 2). You regain Resolve when you kill an enemy who was a threat to your life. You also regain a Resolve if you manage to get a critical hit (including crits via prone, paralysis or other methods).
You regain all of your expended Resolve at the end of a short rest.
Spending Resolve is a free action but you can only spend Resolve once per turn.
Your Resolve DC is 8 + Proficiency Bonus + Strength Modifier
You can spend 3 Resolve to get your action surge back.
You can spend Resolve to regain a spell slot of a level equal to the amount of Resolve you spend.
You can spend 2 Resolve to regain 1 use of your Second Wind back.
You can spend 2 Resolve to regain 1 use of Indomitable
You can also spend 1 Resolve to perform any of these Chain Gambits:
- Deprive Of Arms: If you hit a target with one of your Chained Weapons you can force them to make a Strength saving throw against your Resolve DC. If you succeed your chain wraps around up to two of the target's weapons and pulls them to your feet. If you fail, the Chained Weapon returns to your hand.
- Bring to Knees: if you hit a target with one of your Chained Weapons you can force the target to make a Strength saving throw against your Resolve DC. If you succeed the target is knocked prone and cannot use any reactions until your next turn.
- Brutal Haul: if you hit a target with one of your Chained Weapons you pierce that weapon into their abdomen and pull them towards you as you try to pull your weapon free you manage to pull the target towards you up to half your weapon range.
- Chain Burst: you make an AOE attack with a radius of your Chained Weapon range or shorter if you wish. The attack deals 3d8 bludgeoning damage from the chains plus an extra 1d8 per each extra Resolve you spend to every target in the area. The targets can make a Dexterity saving throw against your Resolve DC in order to half the damage if they succeed.
- Grappling Chain: you can make an attack against a target or an object in order to try to grapple it. If its a creature which you are targeting then they must make a Strength saving throw against your Resolve DC, If they fail they become grappled. If you target an object and you hit it you can pull the object closer towards you or yourself closer towards the object if the object is affixed.
Resolve DC
Your resolve DC is 8 + Proficiency Bonus + Strength Modifier
or 8 + 2 * Proficiency Bonus + Strength Modifier at level 10
Chain of Command
You get Advantage on your Persuasion and Intimidation checks when wielding your Chained weapon. You can also cause people within your weapon range to be frightened if they fail a Wisdom saving throw against your Resolve DC.
Valor Resolve
Your Resolve increases to Strength Modifier + Proficiency Bonus + 1
Your Resolve DC increases to 8 + Strength Modifier + 2 * Proficiency Bonus
Chain Break
You break your inner chains to surpass your limit. You gain these features:
You gain the ability to use Resolve multiple times per turn.
You gain the ability to use your Action Surge, Indomitable and Second Wind multiple times per turn.
You score a Critical Hit on a roll of 19 or 20.
Severing Chain
Your experience with the chain has gifted you the most brutal of attacks:
You gain the ability to spend 5 Resolve in order to make a Severing Chain attack. A creature you hit must make a Constitution saving throw against your Resolve DC. Creatures under 75 HP make this save with disadvantage. If a creature above 75 HP fails the saving throw they take 10d10 slashing damage plus damage from any enchantments on the chain. If they succeed the saving throw they take half damage. If a creature below 75 HP fails the saving throw they get sliced in half and fall dead. If they succeed they take the full damage.
If a creature dies due to this attack you regain 3 Resolve.
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Posted Aug 16, 2020Thanks for this. I created the subclass when I first started DMing so I wasn't the best at balancing. One of my players wants to use this class as a character in our next campaign so I'll have to rework this before then. Again thanks for the advice.
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Posted Aug 16, 2020So here are some suggestions:
* Give smithing tools as free tool at level 3
* Adding a chain to a weapon should take time and consume gold, e.g. 1d10 days, 1d10 gold and requires smiting tools
* Remove "proficiency in changed weapons" (what is that anyway?)
* Decide on if you want this subclass to use a chain as a weapon or to be able to put a chain to a weapon; because of the resolve/gambit system I'd go with chain only
* In case of putting a chain to a weapon: make the weapon mandatory one handed and in conduction with the chain the wielder is considered to be wielding two weapons
* Length of the chain (=reach) maximum 15ft, I think 10ft would be better. Think about it: a 30ft chain is way to long to put on any weapon and not disturb your normal fighting style completely, a 30ft chain alone would be a two handed weapon and still op if that's your reach.
* Resolve should rely on something else than Strength; Wisdom fits best imo
* Either remove "gain resolve" on crit or on kill
* I'd remove regaining fighter features/spells via spending resolve completely; that part of the fighter/spellcaster classes is well balanced on its own and your resolve mechanism a) only complicates it and b) is a buff without any fun interaction. Stick to gambits, that's the fun part.
* Make any gambit a bonus action for balancing purposes, the game mechanic could be: Hit with the weapon/chain, spend bonus action to activate the chain gambit.
* Deprive of Arms: Only one weapon
* Chain burst: Make it available for higher level only and it consumes the whole attack action instead of one attack
* [New] Add something that explains that you can use your chain to threaten everything in its reach to make an AoO
* Chain of Command: Remove Persuasion and Intimidation completely; frightened part needs to at least be a bonus action
* Chain Break: Way to powerful, I'd only ok 19-20 crit if chain weapon damage is like 1d4 or maybe 1d6. The rest I would simply delete.
* Severing chain: I think only the monk has an attack that instantly kills. I'd delete this.
Overall I think you should concentrate on gambits and make some available on higher levels instead of giving out more op features.
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Posted Aug 14, 2020Yes, I agree. It's too strong I am reworking it.
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Posted Aug 13, 2020Totally op