Base Class: Monk
The Time for Self-Restraint has Passed
The Warrior of the Chain Monk is martial artist who's clearly less about letting go and more about making sure you never leave. While other monks are mastering inner peace or the perfect high kick, this Monk's decided that true enlightenment involves an ample supply of heavy chain and a talent for leaving opponents in... compromising positions. They've perfected the ancient arts of tying up, tripping up, and locking down every poor soul who crosses their path—think 'spiritual bondage' with an extra dose of 'you're not going anywhere.'
Of course, their approach does make for some interesting interactions. While their monkly peers meditate, the Warrior of the Chain is busy practicing a complex web of grapples and snares with the determination of a spider on a power trip. But if you happen to get on their bad side? Hope you're flexible, because you’ll be wrapped up in record time. Sure, they might lack the poise of a traditional monk, but with their talent for chaining enemies in place and whipping out the stops to deliver a spectacular, immobilizing beatdown, one thing's for sure: when they’re on the battlefield, nobody is walking out without a little help.
Bonus Proficiencies
3rd-level Warrior of the Chain feature
You have trained with chains and whips, allowing you to strike at your enemies from a distance. You have proficiency with Whips and you can use its mastery property. Whips count as monk weapons for you.
Note: As the Kensei modifier no longer exists, the damage dice for your whips will need to be manually changed to match your martial arts die. This feature will be updated once the infrastructure supports it.
Shackling Strike
3rd-level Warrior of the Chain feature
You never let your enemies escape. When you score a Critical Hit with a Whip, the target is grappled by you. While grappled in this way, the target is restrained. You can up to 2 targets grappled at once.
Relentless Reach
3rd-level Warrior of the Chain feature
No one is beyond your reach. I mean, some people definitely are, but fewer people are beyond your reach! Your reach with Whips is 10 feet greater than normal.
Elemental Chain
6th-level Warrior of the Chain feature
Your can channel the fundamental forces of the universe through your chains. You can spend a focus point (no action required) to infuse your whips with fire, cold, lightning, or thunder (your choice). Until the end of the turn, your whip attacks deal additional damage of the chosen type equal to your martial arts die.
After Image
11th-level Warrior of the Chain feature
Unlike your enemies, you're difficult to pin down. When you roll initiative, you can cast the Mirror Image spell. Once you use this ability, you can't use it again until you finish a Long Rest unless you spend 3 Focus Points (no action required) to restore your use of it.
Skewer the Unworthy
11th-level Warrior of the Chain feature
You have learned to absorb your chains directly into your soul, blasting them from your body to skewer your enemies. As a reaction to being hit with an attack, you can target an attacker you can see within 60 feet that you can see and make a Whip attack against them.
Iron Embrace
17th-level Warrior of the Chain feature
Nothing can resist your chains—that's quality right there. You can cast the Hold Monster spell. Once you use this ability, you can't use it again until you finish a Long Rest unless you spend 5 Focus Points (no action required) to restore your use of it.
Safe Word
17th-level Warrior of the Chain feature
Nobody keeps you chained a bed because they "lost" the key. Never again. You are immune to the Grappled and Restrained conditions.
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