Chains


Index

Rank I

Add your rank to all attack rolls made with chains.

Entangling strike: Whenever you hit a target with a chain attack instead of dealing damage you can entangle them with your chain. This effect will cause your target to become entangled and they will be incapable of moving more than 15 feet away from you. Additionally, you will be able to do push, disarm and trip maneuvers against an entangled creature as a move action. Escaping from entanglement works the same way as escaping a grapple.

Chain dance: By spinning your chain at high speed you are able to protect yourself from enemy attacks. By spending a move action you will enter a state of focus known as chain dance. While you remain in clain dance you are capable of defending yourself against attacks using your chain and any creature that passes throuth the area you threaten will suffer an immediate opportunity attack. The bonuses from this ability will cease if you lose focus.

Rank II

Circular sweep: You can spend a full turn action to attack all creatures within a 15-foot arc. A circular sweep will stop immediately if a creature blocking with a shield succeeds in its defensive roll and you will not be able to use entangling strike with it. If you spend a charged attack you will be able to do a free trip maneuver against all creatures you hit. Using this ability costs a standard action at rank IV.

Charge attack: You can spend actions to spin your chains even faster, increasing the power of your attacks and defense. Every attack action you spend this way will add 1 chain charge, reaching a maximum equal to rank + 1. While you have charged attacks you will gain a bonus to all defensive rolls equal to the number of charged attacks you have. As a bonus action you can spend a charged attack to increase your attack and damage bonus by 1. All charged attacks you have will be lost if you suffer a permanent injury or a negative status effect.

Rank III

Increase your critical threshold to 19-20

Chain grab: Attempting to grapple an entangled target now costs a move action. If you have grappled a creature you can slam it against a solid surface up to 10 feet away, automatically inflicting damage equal to your weapon’s base damage. Slamming a creature costs you a standard action (a move action at rank V).

Deflect projectiles: Chain dance can be used to protect you from ranged attacks or magical attacks with an area of effect of 10 feet or less, letting you use your weapon to defend yourself against such attacks. If you roll a critical defense or your target rolls a critical miss you can deflect the attack to target a creature of your choice up to 15 feet away. This ability can only be used while chain dance is active.

Rank IV

Shifting chain: You can adjust the range of your chains and use them to perform unexpected combat techniques. Adjusting your range costs you a move action and with it you can adjust your reach by 5 feet (once per round this ability can be used as a bonus action). If you reduce your reach to 5 ft you will gain advantage on all defense rolls, while if your reach is increased to 15 ft you will gain disadvantage in defensive rolls. When making an attack you will hit all creatures that are in a line of equal length to your range, ignoring cover other protections.

Human shield: You can use grappled targets as human shields, repositioning them to receive attacks made against you. If you have chain dance active you can use a grappled creature to block an attack made against you, granting you improved cover and if the attack misses you it will hit the grappled creature instead.

Rank V

Increase your critical threshold to 18-20

Hangman's noose: Using a move action you can wrap your chain around a grappled or entangled creature’s neck, causing them to be at risk of suffocation. A creature grabbed this way will be fatigued and if it spends more turns grappled than its CON stat it will immediately fall unconscious and die the following round. If you use this ability on a surprised creature reduce the amount it turns it can survive without falling unconscious by 1 (minimum 0). If a creature grabbed this way falls vertically it must roll STR against your attack roll or it will die instantly. This effect will repeat every round it remains in that state.

Reposition: Your quick footwork lets you gracefully enter and exit engagements. If you succeed in a check to parry an attack you can move 5 feet as a reaction without provoking attacks of opportunity, even if you move outside your enemy’s reach. Whenever you move with reposition the creature you grapple will also move 5 ft. Additionally, making attacks with a chain now costs you a move action.

Weapons

A base chain deals 1d6 + STR bludgeoning damage and has a reach of 10 feet. A base chain can be modified with the following traits to create to all kinds of related weapons.