Chain Wielder (5e Subclass)

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Chain wielder[edit]

There are a rare few who decide to use a chain as a weapon. Even fewer make their chains seem to move of their own accord.

Chain wielder[edit]

Chain proficiency[edit]

At the third level, you learned the trick of wielding chains and weighted ropes as weapons. You are automatically proficient with chains. Chains deal 2d4 bludgeoning damage(thrown(1/4 chain length(max(35)), chain length(max 150)), returning, finesse, special). For you, chains now count as flails for most purposes.

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 mastery[edit]

At the third level, you can forgo damage on one successful chain attack to wrap the target's weapon with your chain. If successful, you may attempt a strength check to disarm the person holding the weapon as part of the same action(DC 8 + their proficiency bonus + their strength modifier).

Chain mage[edit]

At the seventh level, you may attune to chains(normal attunement rules apply). While an attuned chain is on your person, you know and can cast mage hand with the following modifications:

-The "hand" is the end of your chain. -The range increases to the length of your chain. -The "hand" can carry up to 30 pounds of weight. all other rules apply.

You also know 6 spells, 5 of which must be on this list: Animate Rope (5e Spell)(chains only), 5e SRD:Entangle, 5e SRD:Animate Objects(chains only), 5e SRD:Black Tentacles, 5e SRD:Imprisonment(chain version only)

spell slots per fighter level
lvl. 3 lvl. 7 lvl. 11 lvl. 15 lvl 18
2nd level spell slots 1 2 3 3 4
5th level spell slots 0 0 1 2 3
9th level spell slots 0 0 0 0 1

Chain points[edit]

At tenth level, you gain a deeper connection with your chain that allows you to briefly animate your chain. you have a pool of 6 chain points, increasing to 12 at the fifthteenth level.

Maneuver save DC = 8 + proficiency bonus + Strength or dexterity (your choice).

Flying chains[edit]

At tenth level, you may use these maneuvers as a reaction to an enemy attack or as part of an attack on your turn.

  • Cripple. Using one chain point as you attack, you animate your chain to hit an under-protected pressure point. If hit, the enemy must make a Con save or have disadvantage to attacks until your next turn.
  • Intervene. You may spend one chain point when an ally within 10 feet is attacked to deflect the attack with your chain, your ally gains a bonus to ac equal to your dex modifier against the attack.
  • Strangling Chain Using one chain point as you make an attack, you attempt to make your chain twist around the throat of an enemy. If your attack hits, the target of your attack must make a dex save or start suffocating. While suffocating, the target suffers 1d4 bludgeoning damage. Each round afterward, they are restrained and suffocating until they escape. They may escape by making a strength or dex save. The particular chain end used may not be used to attack anything else while it is strangling something unless the thing it is strangling is Tiny, releasing the chain from your hand ends the suffocation.

Improved chain mastery[edit]

At fifteenth level your chains now spring up to defend you. you now have resistance to bludgeoning, piercing and slashing damage. you also take no fall damage if you fall a distance less then or equal to your chain length, and half if it exceeds your chain length by no more than 50 feet.

Chain Dread[edit]

At 18th level your mastery of chains is now almost absolute. You may treat chains as if under the effect of a telekinesis spell. You also now have a climb and a land speed of 40' so long as you have at least 20 feet of chain on you, and you now can move up to 1/2 the length of chain you have off of the surface you're on.



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