Base Class: Fighter
The Chained Dancer attacks with graceful, yet vicious precision with lengths of chains that serve to both eviscerate and immobilize their foes. The extremely unique form and restricting abilities of the chains allow the Chain Dancer a variety of abilities specialized for mid-range combat.
The Art of the Chain
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
Chain Maneuvers: You gain access to additional "Chain Maneuvers" of your choice that can only be used with a Bonded Chain. You can use one Chain Maneuver in addition to a normal "Maneuver" per turn, but not a second "Chain Maneuver".
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Bonded Chains
At 3rd level, you learn a ritual that creates a magical bond up to two (2) lengths of chain up to 10ft each. You perform the ritual over the course of 8 hours. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
These weapons count as [Bonded Chains] that gain following special ability:
Lash: When you hit another creature with a melee weapon attack, you can attempt to Lash at them. The target must make a Dexterity saving throw (DC 8 + Proficiency Bonus + Strength/Dexterity Modifier) or take an additional 2d4 bleed damage that applies on hit and at the start of the target's next turn on a failure. You can perform a number of Lashes equal to your proficiency bonus per short or long rest.
Maneuvers
The maneuvers are presented in alphabetical order.
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Brace
When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.
Chain Maneuver: Cacoon of Chains
As an action, you can use your chains to wrap around yourself or a willing creature within range creating a barrier around them until the the start of your next turn. They gain a value to their AC equal to the number you roll on a superiority dice in addition to 1/2 cover. They lose this benefit if they move any distance from where the barrier was originally placed.
Chain Maneuver: Chained Bondage
Immediately after you hit a creature with your Bonded Chains on your turn, you can expend one superiority die and then try to wrap the target with your chains as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
If the target remains in this grapple by your next turn, you can one again expend a superiority dice to maintain and strengthen this grapple into a restraint, once again adding the superiority die to your Strength (Athletics) check.
Chain Maneuver: Harrowing Draw
When you hit a creature or object, with your Bonded Chains, you can expend one superiority die to attempt to pull yourself towards the target as a bonus action. If the attack hits an unwilling creature they must make a contested Strength (Athletics) check, adding the superiority dice rolled. If you succeed, or the target was an inanimate object, you can pull yourself towards your target up to the length of your Chain.
Chain Maneuver: Rattled Underfoot
As an action, you sweep the length of your chain underneath the foot of your enemies in either a 15ft diameter centered on you or a 30ft cone in front of you (if your chains are conjoined). They must be no more than one size larger than you. All creatures in the range must then make Dexterity Saving throw against your Maneuver DC ( 8 + proficiency bonus + your Strength or Dexterity modifier), on a failed save, creatures are prone and take damage equal to the superiority die roll + your Strength modifier.
Chain Maneuver: Sadistic Leash
When you hit a creature or object with a your Bonded Chains, you can expend one superiority die to attempt to drag the target with your chains. You and the target make a contested Strength (Athletics) check, adding your rolled superiority dice to your total. If you succeed, the target is pulled 10ft in any direction of your choice.
Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Chain Versatlity
At 7th Level, Your [Bonded Chains] now count as magical for the purposes of damage resistance, and increase in range by 5ft.
You gain additional Superiority Dice for Chain Maneuvers equal to your proficiency bonus and as a bonus action you can now combine your two separate lengths of chain into one. You can separate the chains into their original forms with a subsequent bonus action.
Mastery of the Chain
At 10th level, the DC of your Bonded Chains Maneuvers/Chain Maneuvers are increased by 2. You've also learned how to further make sure of your deadly chains through your Lash. Whenever you perform a Lash attack, you can now attack all creatures of your choice in the following patterns centered on your position.
- A radius equal to your reach.
- A cone twice the length of your reach.
- A 5ft width line three times the length of your reach.
This feature can be combined with all Maneuvers and Chain Maneuvers once per turn.
Living Chain
At 15th level, the length of your Bonded Chains and their effects are extended by another 5ft, and ignore anything 3/4th cover or below.
You also gain access to the following Chain Maneuvers that do not count against the amount of Maneuvers or Chain Maneuvers you know:
Entombing Prison: You can completely entomb a creature that is no more then one size larger than you in chains. They must make a Dexterity saving throw or be restrained for a number of turns up to a rolled superiority die value. A creature restrained by the chains can use its action to make a Strength check against your Bonded Chain DC. On a success, it frees itself.
Wall of Chains: As an action, you can create a wall of chains that extends from either two, separate 20 ft lengths in each hand with you in the center, one 40ft length with you at an end, or a hemispherical dome or a sphere with a radius of up to 20 ft. All formations are 1/4th inches thick and serve as 3/4th cover for all creatures attacked from a side of the wall opposite to the origin. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. Each 5ft section of Chain has an AC of 15 and hit points equal to 15 hit points plus One Superiority die. Reducing a panel to 0 hit points destroys it.
Inescapable Shackles
At 18th level, your superiority dice turn into d12s and all saves (initial and subsequent grapple/restrained effects) against your Chain Maneuvers are done at disadvantage.







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