Base Class: Fighter
Ball Wreckers float in the in between of an archetypal barbarian and a fighter. To wield a 50 pound ball of solid cement requires both monstrous strength and cunning combat skills. It's not a standard weapon, one impossible to use without extensive and masterful training, yet it's uncharacteristically simple for one that forces you to master an entire fighting style unique to it. These fighters are defined by their weapon, because it's power is not just unrivaled, it's incomparable.
It's most common for warriors of this archetype to drop the style quickly, either because of it's difficulty or because of it's barbaric nature. This is not a weapon you can use mindlessly, and as such this is not a road you can walk without the skill to traverse it. Only the most skilled can solve the puzzle this fighting style forces you to figure out.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in Athletics checks.
Ball and Chain
Upon choosing this archetype at 3rd level, you gain proficiency with the unique Ball and Chain weapon. Regardless of your inventory when you gain this feature, you now possess a Ball and Chain.
Ball and Chain Properties
This weapon is cumbersome and unruly, which makes it almost impossible to use without careful training. The heaviness of the weapon is both it's biggest strength and weakness, forcing you to use it carefully and consider every move with it. The strength of this weapon is unmatched by any other man made force, making it remarkably easy to break down the sturdiest of enemies. The Ball and Chain have certain unique properties to them, which are listed below.
Unruly. It takes a bonus action to draw the Ball and Chain. When using this bonus action, you throw the large heavy ball of the weapon to an unoccupied space within 15 feet of you. While drawn, your movement speed is halved. On subsequent turns after throwing the ball, you can spend a bonus action to draw the weapon back.
Powerful Slam. Whenever you make an attack roll with the Ball and Chain, you first move the ball up to 15 feet towards the target of your choice. If there is a creature within 5 feet of the Ball after moving, you can then make an attack against them using the Ball and Chain. For every 5 feet the ball moves before it hits on an attack roll, you can add a cumulative +1 bonus to the damage roll. Movement taken outside of the balls own movement from the attack action does not count.
Chained. The Ball cannot be more than 15 feet away from you at any time. If you are pushed or attempt to move outside of this range, you instead fall prone at the edge of the chains limit.
Slow. You cannot make attacks of opportunity with the Ball and Chain.
Siege Weapon. The Ball and Chain deals double damage to objects and structures.
| Name | Damage | Weight | Properties |
|---|---|---|---|
| Ball and Chain | 1d20 Bludgeoning | 50 lbs | Chained, Powerful Slam, Siege Weapon, Slow, Two Handed, Unruly, Heavy |
Supernatural Lifter
At 7th level, you've become adept at carrying around impossible to lift objects, considering your primary weapon. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, your attack made with a Ball and Chain are considered magical for the purposes of overcoming resistances.
Surpising Speed
At 10th level, you've become an expert at getting quick momentum to hit the foes trying to get away from your ball. When a hostile creature that you can see exits within 5 feet of the Ball of your chain, you can make an attack with disadvantage against them using your reaction. Regardless of if the attack hits, you can move the ball 5 feet.
Agressive Chuck
Starting at 15th level, you learn to be more aggressive to maximize the damage when you throw the ball of your weapon. When you take the bonus action to throw your Ball, all creatures within 5 feet of the space you chose must succeed on a Strength saving throw (DC = 8 + your Proficiency bonus + your Strength modifier) or be knocked 5 feet away from the ball.
Chain Bind
Starting at 18th level, you can deftly use your chain to restrain your foes to your Ball and Chain, bringing them along for the ride. When you hit with an attack using your Ball and Chain, you can use a second attack to attempt to restrain the target with your chain. The target of this ability must be no more than one size larger than you. 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 grappled and restrained.
While restrained in this way, the target moves with your Ball and whenever you hit a creature with the Ball and Chain while the target is still attached they must make a Strength saving throw (DC = 8 + your Proficiency bonus + your Strength modifier), taking the damage of the attack or half as much on a success.
You can only have one target restrained like this at a time.
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