A batclaw is a martial melee weapon with the Reach, Two-handed and Special: Hookpull properties. IT is comprised of a spring-loaded hooked claw attacked to a chain, rope or strap and deals 1d8 piercing damage on a hit.
As a Utilize action, you can throw the batclaw at a railing, a ledge, or another catch within 50 feet of yourself, and the batclaw catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the batclaw, you can then climb it.
A tetherhook is a martial melee weapon with the reach, two-handed, and Special: Hookpull properties. It is comprised of a hook attached to a chain or strap and deals 1d8 piercing damage on a hit.
Special: Hookpull. As a bonus action immediately after you hit a target no more than one size larger than you with an attack using the tetherhook, you can attempt to hook the target using the tetherhook’s reach. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target is hooked and can’t move further away from you. A hooked creature is no longer hooked if you release the tether with both hands, but only one hand is required to keep a creature hooked. A hooked creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
As part of the bonus action to hook the target, and as a bonus action on any of your subsequent turns while it remains hooked, you can pull the creature 5 feet closer to you. If the target is an object that isn’t fixed in place and that weighs less than your push, drag, or lift capacity, you can pull it 5 feet closer to you as a bonus action after you hit it with an attack.
Notes: maybe the wirdo who made the batarang made this too?, Control, Movement, Combat, Reach, Two-Handed
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