Base Class: Fighter
A Tether Knight is a fighter that doesnt accept that the only way to win is up close and personal. The Tether Knight has spent years honing their craft to be able to use whips, ropes and chains effectively in battle. Masters of the mid range, Tether Knights are able to grapple from a distance, manipulate the movement of their enemies and eventually strangle their escape. The Mark of a Tether Knight is electrical burn marks from a crackling whip.
Tether Bolt
At 3rd level, you learn to unleash special magical through your prowess with whips. You learn the shocking grasp cantrip and you can use your bonus action to automatically hit a creature with shocking grasp immediatly after you have successfully attacked or grappled with a whip this turn. If used as a normal action, your spellcasting modifier is intelligence.
Ring Master
Whenever you are wielding a whip, enemies provoke opportunity attacks whenever they enter your attack range.
Reach of Restraint
Starting at 7th level, You have learned the art of grappeling foes from a distance using whips and tethering weapons. As an action you can make a special melee weapon attack with a whip, on a hit the target is restrained. If the target is successfully restrained you can use a bonus action to pull the target 10ft towards you. The target can make a strength check against your dexterity at the end of their turn to break the grapple.
Cat o' nine tails
Starting at 10th level, once per round when you hit with an attack wielding a whip, you may attack the same target again with the same weapon as a free action.
Sonic Boom
Starting at 15th level, you learn to crack whips ferociously. Once per turn if you attack with a whip, hit or miss you may crack the whip with intense energy. The sound is heard from 500ft away and any creature within 10ft of the target must immediatly make a concentration check against DC15 to maintain concentration on spells.
Subjugation
Starting at 18th level, if you would reduce a creature to 0 hit points with an attack from a whip, you may instead leave the creature with one hitpoint. The creature is traumatised by the crack of your whips and will do anything to make sure it isnt on the receiving end of it anymore. The creature rolls a wisdom saving throw against DC18, on a failure the target is considered charmed by you for an hour, and will aid you in any way it can. After one hour the creature comes to its senses and will try to escape or otherwise free itself from your service, perhaps violently. Subjugation fails on any creature with a wisdom stat of 4 or less.
This ability resets on a short rest.
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