Base Class: Fighter
The Chain Keeper is a Fighter archetype in which chains are a large staple both in and out of combat. Chains can be used to grapple from a distance, or to deal damage. They can be used to keep a safe distance from foes, and even support allies.
Chain, 30GP, 1d8 bludgeoning, 10lbs, Special, Reach (Variable), Two-Handed
Special: Double Ended when wielding the chain and nothing in your off hand, you may grasp the opposite end of the chain and use it as a second weapon. You are considered to be dual wielding, ignoring the light weapon requirement (This only applies to the chain. If dual wielding a chain and some other weapon, normal dual wielding rules apply).
Chain Proficiency
Starting when you choose this archetype at 3 level, you have practiced enough with chains and weighted ropes as weapons to effectively use them in combat. You are proficient in such weapons and may add your proficiency bonus to attacks made with them.
Combat Superiority
When you choose this archetype at 3rd level, you learn Flourishes that are fueled by special dice called superiority dice.
Flourishes. You learn three Flourishes of your choice, which are detailed under “Flourishes” below. Many Flourishes enhance an attack in some way. You can use only one flourish per attack.
You learn two additional Flourishes of your choice at 7th, 10th, and 15th level. Each time you learn new Flourishes, you can also replace one flourish 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 Flourishes require your target to make a saving throw to resist the Flourish’s effects. The saving throw DC is calculated as follows:
Flourish save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Silver Smith
Upon choosing this archetype at 3 level, you gain proficiency in Smiths Tools and Tinker’s Tools. You may use them to repair damaged weapons, draft or create new ones (DM’s discretion), or even attach them to an already existing nonmagical weapon that lacks the heavy tag (DM’s Discretion). A weapon that has a chain attached to it gains the thrown property, with a short range equal to ¼ the chain/rope length and a long range of the full length and requires a bonus action to reel in.
Flourishes
The flourishes are presented in alphabetical order.
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.
Defensive Flourish
You can expend one use of your superiority dice to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the superiority die. You also add the number rolled to your AC until the start of your next turn.
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.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
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.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
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.
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.
Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’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.
Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. 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 knock the target prone.
Whirlwind Strike
You make an AOE attack with a radius of your Chained Weapon range or shorter if you wish. All creatures within this area can make a dexterity saving throw (DC {{savedc:str,dex}}). The attack deals 3d8 bludgeoning damage to all creatures within the radius, with half the damage being dealt on a success.
Master of the Craft
Beginning at 7 level you are experienced enough with the making of chains and weapons that you can now attach a chain or weighted rope to a magical weapon.
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Improved Chain Mastery
At fifteenth level you’ve taken enough scrapes and bruises that your body has built up a tolerance. You now have resistance to bludgeoning, piercing, and slashing damage.
You also take no fall damage if you fall a distance less than or equal to your chain length, and half if it exceeds your chain length by no more than 50 feet
Improved Combat Superiority
At 18th level, your superiority dice turn into d12s.







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