Base Class: Fighter
Originally a fighting style attributed to cruel slavers of days long past, the Wrangler is a unique brand of warrior who specializes in roped and chained weaponry, able to swing their weapons in terrifying wide arcs, but also capable of wrapping and constricting their foes in the tethers of their weaponry to detain them in mere moments. While some utilize this ability to apprehend bounties and bring them back alive with utmost ease, others utilize this capability to bind an enemy and render them helpless to further deadly assault. As these capable line-users gain in skill, they also learn to utilize rope or chain as a tool far more easily, able to whip ropes or chains onto tiny ledges or outcroppings so that they catch in one snap, able to hold their weight for suspension or swinging, then also able to "unsnap" the line in one slick move. They're aware of how to set snares, and how to use all manner of rigging ropes or manacles with relative ease and surprising deftness.
Line Slinger
3rd-level Wrangler feature
At 3rd level when you choose this archetype, you learn the ways in which you can utilize a rope or chain to grant you extra reach and swinging arcs when attacking your enemies. Choose one or two light one-handed melee weapons you are proficient with, and you learn to attach your choice of rope or chain in a ten-foot long length to one or both ends in a process lasting 10 minutes and costing 10 gold in supplies. Once you have done so, you may use these weapons as normal, and you gain the following benefits with these unique weapons:
Extend Reach. Once on your turn, you may attack an enemy as if your reach with the weapon was 10 feet. Once you have made this attack, you must use a bonus action or an action to ready the line to make an additional attack using this feature again.
Spinning Arc. As an attack action, you can make a Dexterity (Acrobatics) check at a DC of 10 + the number of enemies with 5 feet of you. If you fail, choose one target within 5 feet of you and you must attack that target, and all attacks against you have advantage until the beginning of your next turn. If successful, you roll one attack roll against each enemy creature within 5 feet of you, comparing your result to the armor class of each such enemy. Enemies you meet or exceed the armor class of in this way suffer the damage of your weapon.
Additionally, you may now weaponize a length of metal chain 10 feet long or longer. This is treated as a Whip in your hands, which deals bludgeoning damage instead of slashing damage. When attacking a creature within 5 feet of you, you may use a bonus action to attack with the opposite end of the chain as if it were a light weapon in your off-hand. You may use the above attack options with a chain you wield this way.
Line Snap Technique
7th-level Wrangler feature
At 7th level, you learn to use excellent control of your ropes and chains to constrict and bind your foes in one slick move, or to reach out and wrap around objects nearby in a secure way with one quick snap. You gain the following new actions:
Line Wrap. When attacking a creature within 5 feet of you with your chained or roped weapon, you can attempt to restrain a creature with one wrapping strike. As an attack action, you can attempt to wrap your weapon around a medium size or smaller creature and restrict their movement, making an attack roll with disadvantage against it. If successful, you deal the weapon's damage and the creature is restrained by your weapon. While this creature is restrained at the end of each of its turns it can attempt a Strength or Dexterity saving throw (its choice), and end the restrained condition on itself on a success. Your weapon cannot be used to attack any other creature except the restrained creature while this creature remains restrained this way.
Whipping Knot. As an action, you may project your line to any object or outcropping of no more than small size, causing it to grasp the object in question, which you may then pull toward you or you may also use the object to anchor your line for climbing or swinging. Make a Strength (Athletics) check at a base DC of 10, modified by the size of the object as follows: a diminutive object adds +6 to the DC, a tiny object adds +4 to the DC, and a small object adds +2 to the DC. If you succeed, you wrap your line around the object in a way which can be used to pull that object toward you as part of this action, as long as you have strength enough to drag that object. Alternately, if the object you grab this way is anchored in place (like a rock jutting from a cliff, a grounded fence post, a wall-bolted torch holder) and is also above you, you may use your line to climb up to that object, or you may use your line to swing from that anchored point, either way as an additional action on any of your turns as long as your weapon is grabbing the object. You can cause your line to come loose with a snap of the wrist, retracting it to you as a bonus action.
Additionally, you are now skilled enough to use larger weapons more easily if they are connected by a rope or chain. When using your Line Slinger feature to connect a rope or chain to one or two weapons, you may connect any one-handed melee weapons that don't have the versatile property.
Whirlwind Line
10th-level Wrangler feature
At 10th level in this class, you learn an amazing ability to grapple multiple enemies at once with your weapon in whirling loops that catch a creature against another creature. As an attack action, you may make a weapon attack roll to initiate a weapon grapple against a creature medium size or smaller within 5 feet, and that creature rolls either Strength (Athletics) or Dexterity (Acrobatics) to resist, and if you are successful, that creature is restrained. At the end of each of its turns, that creature can make a Strength saving throw, and it breaks free of this restrained condition on a success. You may repeat this attack roll as an attack action on your turn and have a total of two creatures restrained this way if both attacks are successful.
Additionally, whenever you make a Strength (Athletics) or a Dexterity (Acrobatics) check regarding rope usage, chain usage, or balance, you gain advantage on all such checks.
Flying Blade Style
15th-level Wrangler feature
At 15th level, you have become an amazing master of roped and chained weapons, and your are a terrifying flurry of lines that whip around you in wide arcs consistently. As an action, you begin whipping your line around you in constant spinning arcs and circles, and creatures within 5 feet of you must make a Dexterity saving throw at a difficulty of 10 + your Proficiency Bonus + your choice of Strength or Dexterity bonus + any magic weapon attack bonus you possess. If they fail, you deal each of those creatures your weapon's damage. Creatures who move within 5 feet of you for the first time on their turn, or creatures who end their turn within 5 feet of you each must repeat this saving throw or suffer your weapon's damage. Also, when you move within 5 feet of a creature for the first time on your turn, that creature may be forced to make this saving throw or suffer your weapon's damage. You retain these benefits for a number of rounds equal to your Constitution bonus, and you can use this feature once before you must finish a short or long rest to use it again.
Momentum Master
18th-level Wrangler feature
At 18th level, you have totally mastered all manner of ropes, chains, and weapons linked by such lines, and as long as you have space to whirl your weapon, you strike far harder. Whenever you make any attack roll with a weapon you affected with your Line Slinger feature, if you have 5 feet of unoccupied space in at least 5 adjacent squares to you, you deal an additional 1d8 of the weapon's type. Likewise, whenever a creature who would make the saving throw from your Flying Blade Style feature would be dealt your weapon's damage, if you have 5 feet of unoccupied space in at least 5 adjacent squares to you, you deal an additional 1d8 of the weapon's type.
Also, your critical strikes also can totally restrict the joint movement of your enemies, and whenever you deal critical damage to a medium-size or smaller creature with a weapon you affected with your Line Slinger feature, you may force that creature to make a Dexterity saving throw DC 10 + your Proficiency Bonus + your Strength or Dexterity bonus (your choice), and if they fail, you restrain that creature until you take any other action. As long as you continue to not move or take actions, this creature remains restrained.
Additionally, whenever you roll a Strength (Athletics) check or a Dexterity (Acrobatics) check regarding ropes, chains, or balance, and roll on the die of 9 or less is treated as if you rolled 10 instead.
Comments