Base Class: Monk
Way of the Tether monks use a long ranged weapon known as a tether, tethers can vary wildly from monk to monk, with a large variety of appearances and effects. from a blade on a chain, to a simple line of rope, think about what your monks tether may look like, and what effects make the most sense.
Tether
Starting at 3rd level you gain access to a new weapon called a tether which comes from your forearm leaving your hands free. You gain a new attack option that you can use whenever you would make an unarmed strike. This special attack is a ranged weapon attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls.
You may choose either bludgeoning, slashing or piercing damage for your tethers damage when you gain this feature, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
Bludgeoning
Pick between bludgeoning, piercing, or slashing damage when you gain the tether feature at level 3.
Piercing
Pick between bludgeoning, piercing, or slashing damage when you gain the tether feature at level 3.
Slashing
Pick between bludgeoning, piercing, or slashing damage when you gain the tether feature at level 3.
Tether Techniques
At Level 3 you gain access to specialized Tether shots known as tether techniques, fueled by your ki. You can choose two at level 3, and gain another at 6, 11, and 17. You can only use one tether technique a turn unless the technique says you can.
Blinding Tether
You can replace one of your Tether Shots with a Blinding Tether, attempting to blind a creature. this technique has a range of 20 feet, and the technique costs 1 ki point, they must make a Wis Saving throw against your Ki Save DC, if they fail they are Blinded for 1 minute and must make a Wisdom save at the start of it's turn to be able to see, if they succeed they aren't initially blinded but still are subject to another saving throw at the start of their turn. You hold concentration on this effect like a spell.
Deflecting Tether
You can use your deflect missiles feature even if you are not the target of the attack, when a creature within 30 feet of you is hit by a ranged weapon attack you can use your deflect missiles reaction to try and reduce the damage and throw it back.
Elementally Charged
6th Level Technique : 1 Ki Point : You can charge your Tether Shot with elemental energy dealing bonus damage on a hit, you can spend a ki point to add 2 rolls of your martial arts die after you hit an attack, the damage dealt can be any except for Psychic, Force, and Physical damage.
Felling Tether
You can replace one of your Tether Shots with a Felling Tether, attempting to pull a creature prone. this technique has a range of 20 feet, and the technique costs 1 ki point, they must make a Dex Saving throw against your Ki Save DC, if they fail they take 1 roll of your martial arts die and are knocked prone, if they succeed they take half damage.
Impact Tether
You can replace one of your Tether Shots with a Impact tether, pushing a creature away. this technique has a range of 25 feet and costs 1 ki point, make an attack roll against a large or smaller creature, if you hit they must make a Str Saving throw against your Ki Save DC, if they fail they take one roll of your martial arts die and pushes the creature up to 20 feet in a straight line, if they succeed they take half damage and are pulled 10 feet.
Pulling Tether
You can replace one of your Tether Shots with a Pulling Shot, pulling a creature in. this technique has a range of 25 feet and costs 1 ki point, make an attack roll against a large or smaller creature, if you hit they must make a Str Saving throw against your Ki Save DC, if they fail they take one roll of your martial arts die and pulling the creature up to 20 feet, if they succeed they take half damage and are pulled 10 feet.
Restraining Tether
You replace your tether shot with a restraining tether, this technique has a range of 25 feet and costs 2 ki points, target one creature, and force them to make a DEX saving throw against your ki save DC, if they fail their save they’re restrained, if it succeeds it suffers no effects. the creature or another creature within 5 feet can make an STR save as an action against your ki save to break free. You can only make this attack on creatures Large or smaller.
Tether Disarm
3rd Level Technique : 1 Ki Point : Range 20ft : You can replace one of your Tether Shots with a Tether Disarm, pulling a held object in. this technique has a range of 20 feet, and costs 1 ki point, choose a creature within range, they must make a Str Saving throw against your Ki Save DC, if they fail the object immediately is drawn to your hand.
Tether Toss
You can replace one of your Tether Shots with a Tether toss, throwing an object using the tether, you can spend a ki point to cast the catapult spell.
Tether Trap
You can replace one of your Tether Shots with a Impact tether, pushing a creature away. this technique has a range of 25 feet and costs 1 ki point, make an attack roll against a large or smaller creature, if you hit they must make a Str Saving throw against your Ki Save DC, if they fail they take one roll of your martial arts die and pushes the creature up to 20 feet in a straight line, if they succeed they take half damage and are pulled 10 feet.
Tether Zip
You can can replace your Tether Shot with a Tether Zip, this has a range of 60ft and costs 1 ki point, target an object or creature within range, if you target a solid enough surface, or hit a creature with this technique, you can move up to your movement towards the point without provoking opportunity attacks, if you hit a creature, or hit a creature along your path with this technique, you can make an unarmed attack against it if you still have the ability to do so, if it hits you deal 3 rolls of your martial arts die instead of one as your slam into the creature with speed.
Magical Tether
Beginning at 6th level, your tethers power increases, causing your tether of your tether and tether techniques features to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Tether Down
At 6th level you can tether yourself in place when you're subject to an effect that would move you, such as being pushed 5 feet, or being knocked prone, you can use your reaction to tether yourself in place granting you immunity to that portion of the effect, you are still subject to any other effects that you would be affected by.
Experienced Tetherer
At 11 level when you gain this feature all your tether techniques, and tethers ranges are doubled, you can also use 2 tether techniques each turn even if the technique says otherwise.
Specialized Tether
At 17th level your tether almost acts as an extension of yourself, your first Tether Technique each round costs one less ki point, you also gain access to a specialized tether skill.
Stunning Tether
You replace your tether shot with a Stunning tether, if you hit a creature with your Tether shot within 15 feet of you, you can spend 2 ki points to subject them to a stunning strike. This counts towards as a tether technique.
Tether Master
You gain access to all of the tether techniques. As an action you can dial in, making all your tether techniques free for one minute, you can do this once a short rest.
Tether point
Your tethers magical properties improve, summoning many copies of itself to draw enemies in, as an action you can spend 4 ki points and pick a point within 60 feet, a magical bundle of your tethers appears for a minute, shooting out at all hostile creatures within 20 feet, forcing a DEX save against your ki save dc, if a creature fails it takes 10 rolls of your martial arts die and pulled into the centre of the point, or half damage on a successful save, this effect also repeats if a creature ends it’s turn within the points radius. You hold concentration on this like a spell.







Comments