Base Class: Fighter
A Chained Lord uses the range of their chains to expertly dart around the battlefield, finding foes worth slaying and getting to the cowards that would sit behind their henchmen. A Chain Lord's role is battlefield manipulation, using their Weave and Tear abilities to either pull themselves to priority targets, or pulling the priority targets out of formation. The Chained Lord can use this ability on allies as well, pulling them back to safety or bringing the Chained Lord along to the frontlines. Positioning, and controlling others' positioning, is the Chained Lord's area of expertise.
A Chained Lord attaches a weapon of their choice that does not have the Heavy, Two-Handed, or Ammunition properties to a chain. This gives the chosen weapon the Finesse, Thrown (20ft only) properties if they did not already have it, as well as the Returning property. Furthermore, certain abilities are available only if the Chained Lord is wearing light or medium armor.
Chained Weapon
A Chained Lord is recognizable by the chains attached to their weapons that enables all their battle prowess. The Chained Lord chooses a weapon. That weapon gains the Finesse, Thrown (20ft/60ft), and Returning properties.
Weave or Tear
At the cost of an attack, and as many times as chained weapons per turn, a Chained Lord can use the Weave or Tear ability, as many times as their Dexterity or Strength (player's choice) modifier. The Chained Lord must be wearing Light or Medium armor to be able to perform Weave. You regain all uses on a Short or Long rest. Using Weave or Tear as part of Whirling Momentum (granted at level 7) does not consume a use.
Weave. As an attack, Weave allows you to pull yourself to an enemy or ally within range, choosing to deal your weapon damage and an additional 1d6 to the target. Movement from Weave does not provoke Attack of Opportunities. The Chained Lord must be wearing Light or Medium armor to be able to perform Weave. Heavy armor would be too heavy for the Chained Lord to zip around in, however the extra weight does provide a good enough anchor to perform Tear.
Tear. As an attack, Tear allows you to pull an enemy or ally 20ft away from you to within 5ft of you. You can choose to deal your weapon damage and an additional 1d6 to the target. The intended target must then pass a Strength Saving Throw equalling or surpassing your saving throw DC or be pulled to within 5ft of you. The target can choose to fail this and be automatically pulled. Movement from Tear does not provoke Attack of Opportunities.
Saving Throws. Tear requires your target to make a saving throw to resist the ability's effect. The saving throw DC is calculated as follows:
Tear save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Whirling Master
At 3rd level, you gain advantage on Grappling (grappled condition reminder) checks when using your chained weapon. You can no longer use your chained weapon to attack as long as you grapple your target. At 7th level, the Chained Lord can grapple targets within 20ft using their chained weapon, and successful grapples now restrained targets.
Swing
The Chained Lord can use the terrain around them to use their chained weapon like a swing as a Bonus Action, thus gaining an extra 20ft of movement on their turn. The Swing ability requires terrain for the Chained Lord to swing off of.
Furthermore, the Chained Lord can use their chained weapon to climb, granting them a 30ft climbing speed.
Whirling Momentum
The Chained Lord begins to twirl their weapon as an Action.
On their next turn, the Chained Lord can unleash their chained weapon as an Action, allowing one of the following options listed below. If the Chained Lord takes damage while twirling their weapon, they must make a Concentration check or lose their Whirling Momentum. The bonus damage on the first option scales to 4d6 at level 10, and 6d6 at level 14
After twirling for one round, the Chained Lord can unleash their Whirling Momentum. On the next ranged weapon attack hit with the chained weapon, the Chained Lord can:
—Deal 2d6 bonus damage.
—The target must make a Strength saving throw versus the Chained Lord's DC or be knocked prone.
—The Chained Lord can use a Weave or Tear action for free without expending a use.
Saving Throws. Whirling Momentum requires your target to make a saving throw to resist the ability's effect. The saving throw DC is calculated as follows:
Whirling Momentum save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Chain Tyrant
The Chained Lord has the experience to choose a second weapon to chain, therefore enabling them to commit two chained weapons to Whirling Momentum.
Sweeping Strike
Starting at 10th level, the Whirling Momentum attack can be dealt in a 20ft cone, attacking all creatures in the area.
Chains of Torment
Whenever the Chained Lord restrains a target, enemies within 30ft who can see this must make a Wisdom saving throw against the Chain Lord's DC or be frightened.
Limitless Chains
The Chained Lord's chained weapons reach increases to 60ft.







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