Can only be summoned using the Warlock Pact of the Blade: Conjure bonus action.
Upon being hit with the weapon, a creature must make a DC 12 + warlocks strength modifier, strength save or become restrained, creatures sized large and above have advantage on this save. Creatures can take a bonus action strength check at the end of their turn to try unrestrain themselves. While restrained, at the start of restrained creatures turn, they take cold damage equal to the wielders warlock level +1d4.
If the bound creatures allies try to remove the chain from their ally using the help action, they take 1d6 cold damage and make a DC 12 strength save at disadvantage, on success freeing the restrained creature, on fail reducing their movement speed by half.
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Fighting Chain, you must take the Advanced Weapon Proficiency feat.
This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.
Disarming. These weapons can catch a foe's weapon, allowing you to remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the attacker must make opposed attack rolls, ignoring any sources of Advantage and Disadvantage. If your result is higher and the weapon is something the target can drop, the weapon falls from the target's grasp, landing in its space.
If your winning result on the opposed attack roll was a Critical Hit, you can choose for the weapon either to land in a space of your choice up to 15 feet from the target, or to land in your hand if you have a free hand.
Notes: Damage: Bludgeoning, Damage: Cold, Speed Reduction: Impose, Warlock, Finesse, Reach, Two-Handed, Double, Disarming
Previous Versions
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8/30/2026 10:29:10 AM
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