Fighter
Base Class: Fighter

A Chain Dancer weaves through battle like a storm of steel and rhythm. With enchanted chains attached to their arms, they swing, grapple, and dance across the battlefield — disrupting foes, binding movement, and controlling space with elegant brutality.

Dancer’s Chains

At 3rd level, you master a fighting style centered around twin magical chains. While holding your chains, you can't hold any other weapons or shields.

You gain a pair of magical chain weapons with the following properties:

  • Type: Martial melee weapon

  • Damage: 1d6 slashing or bludgeoning (choose on hit) This damage increases by 1d6 when you reach 7th level (2d6), 13th level (3d6)

  • Properties: Finesse, Light, Reach (15 ft), Special

  • Special: Only usable by you. Can be summoned during a short or long rest by reassembling its components.

  • Your Chain save DC is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Chain Techniques:
When you take the Attack action using your Chain Whip, you can use one of the following Chain Techniques as a part of your attack action. You can only use one Chain Technique per turn:

  • Chain Pull: Pull the target 10 feet in any direction. STR save against your Chain save DC.

  • Trip Snare: Target must succeed on a DEX save against your Chain save DC or fall prone.

  • Grappling Hook: Pull yourself to a surface or object within 15 feet (10 ft vertical limit). If you use Grappling Hook to ascend more than 10 feet vertically in a single turn, each additional consecutive use requires a DC 13 Acrobatics check to maintain your grip and momentum.

  • Entangle: Target's movement is halved until the start of your next turn. STR save against your Chain save DC.

You can use this feature a number of times equal to two times your proficiency bonus.

 

You  also gain proficiency in Acrobatics or Performance (your choice). If you already have both, choose another skill from the Fighter list.

Anchored Focus

At 7th level, you’ve developed a magical device called a Chain Anchor.

As a bonus action, you can place a Chain Anchor at a point you can see within 15 feet.

  •  Chain Anchor: The Anchor floats in place, for 1 minute, acting as a fixed point for your Chain Whip and Chain Techniques. If someone tries to move it against your will, they have to make an STR check(DC = 8 + proficiency bonus + CON mod).

 The anchor can always support your own weight without issue. Additionally, it can bear a total load in kilograms equal to: 8 + your proficiency bonus + your Constitution modifier.

 If the weight placed on the anchor exceeds this limit, the anchor destabilizes and its effect immediately ends.

Her are three possible uses of the Chain Anchor. More are possible, but have to be discussed with your DM first:     

  • Chain Platform: As a bonus action, you can create a temporary chain foothold anchored between two solid points within 15 feet of each other (e.g., between two walls or ledges). This foothold lasts for 1 minute or until you move more than 30 feet away from it. It can support you and one creature of Medium size or smaller.
  • Trap Trigger: You can use a chain to remotely activate a simple mechanism (e.g., pressure plate, lever, hanging object) within 15 feet as an action. You must be aware of its exact position and you must understand how it works.
  • Object Manipulation: You can use a chain to grab, pull, or push unattended objects weighing up to 2 × your Strength score (in kg) within 15 feet. This does not count as an attack and does not deal any damage.

You can use this feature a number of times equal to your proficiency bonus per short or long rest.

 

In addition, you unlock a new Chain Technique:

Returning Chain: Your dancer’s chains now return to you magically. You may throw one chain (20/60 ft) as a ranged attack, and it immediately retracts after the attack. When thrown, the chain deals Normal damage within 20 feet, half damage at long range (21–60 feet).

Binding Precision

At 10th level, your mastery over your chain deepens:

  • You can now use two Chain Techniques per turn: one after your Attack action and one as a bonus action.

  • Your Chain Whip can pass through narrow openings, magical barriers, or obstacles, unless they are explicitly impenetrable.

  • If a creature affected by one of your Chain Techniques attempts to teleport or use similar magic to escape, it must first succeed on a Wisdom saving throw against your Chain save DC or the attempt fails.

Dance of Restraint

At 15th level, you can create a zone of total control known as a Chain Field.

As an action (once per short or long rest), create a 20-foot radius field centered on you for 1 minute:

  • The area is considered difficult terrain for your enemies.

  • While the field is active, you may use your reaction to use one Chain Technique per round when a creature within the field moves or takes an action.

  • Creatures attempting to leave the field must succeed on an Athletics check against your Chain save DC or be stopped at the boundary (only once per round per creature).

Living Chains

At 18th level, your magical chains become a fully fluid extension of your will — gliding, shaping, and weaving themselves through space like living metal.

Fluid Control (Unlimited Use)

You can manipulate your chains telekinetically within 30 feet of you, as if using a magical version of Mage Hand or Shape Water. As long as the chains remain in motion or loosely suspended, they may:

  • Interact with objects (e.g. open doors, flip switches, pick up small items).

  • Provide visual flair or dynamic movement (e.g. spinning around you, dancing mid-air).

  • Support simple RP effects (e.g. forming a seat, creating chain patterns, hovering nearby).

These chains do not provide cover, cannot restrain or damage creatures, and have no mechanical combat effect

At the DM’s discretion, complex manipulations or tasks may require a Dexterity (Sleight of Hand) or Intelligence (Arcana) check.

Solid Constructs (Limited Use)

You can shape up to three chains within 30 feet into stable, anchored combat structures such as: 

  • Platforms, bridges, ramps, stairs, barriers, cages, shields, or similar non-magical objects.

  • You may create or reshape one solid construct as an action or bonus action.
  • Each construct must be anchored to a solid object or surface or a Chain Anchor.

  • Each structure lasts up to 10 minutes, until you dismiss it (no action), or until destroyed.

These count as non-magical objects with AC 18 and 20 HP, resistant to slashing and piercing.

You can use this feature to maintain a number of solid constructs equal to your Constitution modifier (minimum 1).

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