Base Class: Fighter
A warrior becomes soul bound to a weapon that becomes an extension of the warrior’s self. A cunning warrior will be able to manifest a magical lifeline made from their very soul in order to strike evil at its heart, even at a distance. These fighters aim for performative movements in order to distract their enemy as the luminesce tether catches the glimpse of the enemy’s eye before the blade eventually catches their life.
Soul Tether, Bonded Knowledge
Soul Tether
Starting when you choose this path at 3rd level, you wield a spectral whip that is 10 feet in length. It can be summoned at will from either wrist and can be retracted and then dissipated as a free action. A weapon of the player’s choice is tied to the end of the spectral whip. Note: the attached weapon cannot weigh more than 5 lbs. and can not have the heavy property, and once attached, it loses any other properties of its own, such as reach. Your DM may allow certain exceptions.
While wielding your rope, your melee attack and grapple attempts may target enemies up to 10 feet away. An enemy grappled in this way may be halted from making any more movement or you can pull them in closer to you. When a grappled enemy fails an attempt to break free of the grapple, you may choose to knock them prone. This range increases to 15 ft at 7th, 20 ft. at 10th, 25 ft. at 15th, and 30 ft. at 18th. The DC for all grapple checks with the tether are done so with 10 + Str. Mod. + Pro. Mod. As well, when your Soul Tether is summoned, any stealth is broken and the player has disadvantage on stealth checks when using the Soul Tether ability.
Bonded Knowledge:
A Tetherblade Knight knows the weight and balance of their soul with their weapon in mind. All strength checks made with the spectral whip are done so with advantage.
Mastery of the Soul
Your spectral whip has now become a part of your very being. You gain proficiency in acrobatics, athletics, or performance (you may only choose one skill and if you already have proficiency in one of these skills, you may have expertise in the appropriate skill).
As well, you have advantage on strength and dexterity saving throws if your Soul Tether ability is active.
Note: The Soul Tether ability must be active before the player’s turn is underway.
Martial Bond, Soul Sling
Martial Bond:
The possibilities are endless for your combat prowess. Starting at 10th level, the weight of weapons that your whip can wield increases to 10 lbs. However, weapons with the Heavy or Two-Handed property cause your whip to decrease in half its length.
Soul Sling:
As long as no weapon is tied to the end of your soul tether, you may treat your whip as an improvised magical sling (still maintaining the base stats of a sling but with the magical property).
Improved Soul Critical
Starting at 15th level, any weapon attacks made with your Soul Tether ability score a critical hit on a roll of 19–20.
Tether Ballista
As an action, as long as all enemy parties have taken damage, for 1d10 rounds, you may double the length of your Soul Tether ability. If the target is successfully hit, the target takes an additional (Str. Mod. + Dex. Mod + Pro. Mod) of whatever damage type the base weapon currently possesses.
Note: If an enemy is grappled with the Soul Tether ability’s length doubled, the whip is automatically retracted to its original maximum length and the enemy grapple is ended.
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