Fighter
Base Class: Fighter

Whether the wrought-iron chains of the infernal, the luminous rays of the celestial, the splendid bands of the fey, the eldritch tentacles of some unfathomable ancient one, or the spectral hands of the phantasmal, some reaching cord of mystic power has become your greatest tool.

Mystic Chainers can use their magically bestowed weapons to deal powerful damage to foes fool enough to approach, lash out at far off enemies, pull in new targets, and flail all those around them.

As their weapon bond grows, Mystic Chainers can learn to imbue their mystic cords with powerful energies to severely damage those they strike.

Otherwordly Influence

When you choose this archetype at 3rd level, choose an Otherworldly influence from the list below. This will impact some Chainer Techniques you learn and help you decide the flavor of your Mystic Cords. Are they the wrought-iron chains of an infernal patron, the luminous bands of a celestial benefactor, or perhaps the golden ropes of an elemental djinn?
Celestial, Infernal, Djinn, Draconic, Fey, Lich-Lord, Eldritch, Mental Overlord

Mystic Cords

When you choose this archetype at 3rd level, you learn Chainer Maneuvers that are fueled by special dice called link dice.

Chainer Techniques. You learn three chainer techniques of your choice. Some of these techniques will grant you variations on attacks or bonus actions. You can use only one chainer technique per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new chainer techniques, you can also replace one chainer technique you know with a different one.

Link Dice. You have four link dice, which are d4s. Link dice are used to determine damage for chainer techniques.

You gain another link die at 7th level and one more at 15th level.

Saving Throws. Some of your Chain Techniques require your target to make a saving throw to resist the Chain Technique’s effects. The saving throw DC is calculated as follows:

Chainer Technique’s save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Chainer Techniques

The chainer techniques are presented in order of associated technique and required level.

Chain Whirl

When you attack you may spend your Bonus Action: You attack those around you with your Mystic Bands. Each other creature in a 15-foot cube originating from you must make a dexterity saving throw (DC equal to your Chain Technique saving throw).  On a failed save, a creature takes bludgeoning damage equal to your Link Dice total (no modifier). On a successful save, the creature takes half as much damage.

Extended Whirl

[Passive]. (Prerequisite: Chain Whirl) When you use the Chain Whirl Technique, you may reduce the damage that technique deals by 1 Link Die to change the range from a 15-ft cube to a 25-ft cube centered on yourself. All other attributes still apply.

Flinging Lash

(Prerequisite: Reaching Strike) Pull yourself into the fray. If an attack you make with your Reaching Strike deals damage to a creature, you may chose not to deal damage with that attack. If you do, move to an unoccupied space within 10-ft of that creature. Moving this way does not provoke Opportunity Attacks, even with feats such as Sentinel.

This technique does not require an action or bonus action, the negation of damage is considered the cost.

Magical Weapon

You may use your Bonus Action to imbue your Mystic Cords with the powerful energies of your otherworldly influence. Until your next turn, your Mystic Bands are considered magic weapons and all attacks made with them deal a damage type related to one of your otherworldly influences.

Celestial-Radiant damage

Infernal-Necrotic damage

Djinn-Fire damage

Draconic-any one damage type associated with your influencer’s dragon color

Fey- piercing damage

Lich-Lord- Cold damage

Eldritch- Force damage

Mental Overlord- Psychic damage.

Otherwordly Imbuing

 (Prerequisite: Lv.10) Your Otherworldly Influence comes to your aid. When you attack you may spend your Bonus Action, if you do replace your attack with an option below related to one of your Otherworldly Influences. This Technique can only be used once per encounter.

 Celestial- The divinely inspired influencer of your Mystic Cords gleams forward in a shimmering display. All creatures hostile to you on the battlefield make a Constitution saving throw (DC equal to your Chain Technique saving throw). On a failed save, the creature is blinded until the end of your next turn. On a successful save, the creature takes Radiant damage equal to your Strength modifier.

 Infernal- In a terrifying display of power, the evil bound to your Mystic Cords erupts a swarm of wrought-iron chains from the ground. All creatures hostile to you on the battlefield make a Dexterity saving throw (DC equal to your Chain Technique saving throw). On a failed save, the creature is grappled until it passes the saving through at the end of a future turn or until any creature on the battlefield reaches 0 HP. On a successful save, the creature takes Necrotic damage equal to your Strength modifier.

 Djinn-The reality warping powers of the ancient being bound to you wrap around you in a warding aura. For the rest of this encounter, increase your AC by 1 and gain temporary HP equal to twice your Strength modifier. The first time you would become unconscious or dead this encounter, instead your HP becomes twice your Strength Modifier, you are cured of all ailments and effects, and this technique’s effects end.

 Draconic- The fury of your influencer’s wrath explodes from your Mystic Cords. All creatures hostile to you on the battlefield make a Dexterity saving throw (DC equal to your Chain Technique saving throw). On a failed save, the creature takes damage equal to twice your Strength modifier of a type associated with your influencer’s dragon color. On a successful save, the creature takes damage equal to your Strength modifier of a type associated with your influencer’s dragon color.

 Fey- An incarnation of primordial nature leaps from your Mystic Cords. This Fey-Sent Ally uses the stat block below. The creature is friendly to you and your companions until the encounter ends. The creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. This creature takes the form of your choosing and is a medium beast. Once the encounter has ended the creature vanishes, returning to the Fey Wild.

 Lich-Lord- The ancient soulless being bound to you bellows from your Mystic Cords, blasting lashing winds of chilling. All creatures hostile to you on the battlefield make a Constitution saving throw (DC equal to your Chain Technique saving throw). On a failed save, the creature cannot move until the end of your next turn. On a successful save, the creature takes Cold damage equal to your Strength modifier.

Eldritch- Unfathomable energy pours out of your Mystic Cords, pushing your foes toward madness. All creatures hostile to you on the battlefield make a Wisdom saving throw (DC equal to your Chain Technique saving throw). On a failed save, a creature is Frightened for a number of turns equal to your Strength modifier. On a successful save, the creature takes Force damage equal to your Strength modifier.

 Mental Overlord-The psychic force of your Mental Overlord reach into the mind of enemies around you. Your Mystic Cords project astral manifestations of themselves into the minds of all creatures with Intelligence 4 or greater that are hostile to you. These creatures take psychic damage equal to your strength modifier and have disadvantage on the next attack they make.

Reaching Strike

You reach out to strike a foe with your Mystic Bands. When you attack a creature you may use your Mystic Bands. Make an Attack using your Chain Technique attack bonus within range of your unarmed attack. You may increase the range of this attack by five-feet by reducing the damage this attack deals by one Link Die. You may convert damage to range using this technique up to as many times as Link Dice you have.

Spinning Deflection

You may use your Bonus Action to spin your Mystic Cords rapidly around you, making you difficult to hit. The next attack made against you is made with disadvantage.

Sudden Retraction

(Prerequisite: Reaching Strike) Use your Mystic Cords to bring a distant foe toward you. If an attack you make with your Reaching Strike deals damage to a creature, you may spend your Bonus Action to immediately pull that creature into an unoccupied space within 10-feet of you.

The Chain that Binds

 (Prerequisite: Reaching Strike) Wrap your target in your Mystic Cords. If an attack you make with your Reaching Strike deals damage to a creature, you may spend your Bonus Action to bind that creature with your Mystic Cords. If you do, that creatures is grappled (escape DC equal to your Chainer Technique save DC). You may only have one target grappled with this technique. 

Improved Link Dice

At 10th level, your link dice turn into d6s. At 18th level, they turn into d8s.

Improved Link Dice

At 18th level, your link dice turn into d8s.

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