Chain Fighter, Variant (5e Subclass)
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The Chain is one of twelve closely-guarded fighting styles, known as the Zodiac Of Pain. The Chain focuses on destroying an enemy's body and mind in battle. Users of The Chain are surprisingly strategic in battle, debilitating their enemies so their mages can obliterate them. Originally, the Zodiac Of Pain referred to twelve adventurers who used dark magic to slaughter the forces of darkness. They each founded their own school of combat, and they each chose twelve others to lead their school. The hierarchy of a Zodiac Of Pain school is organized in twelve ranks, each containing twelve students who are sub-ranked within that rank. When a student feels ready, they can challenge the one from the rank above that corresponds to their sub-rank to a duel. If the challenger wins, they swap places. If they lose, they decrease in the standings of their rank. When a student is in the twelfth rank, he can challenge a master. If he wins, he becomes a master too and the school searches for a new recruit.
- 3rd level
- Zodiac Of Pain Induction:
You gain a Zodiac Of Pain charge. You can use it to fuel your Zodiac Of Pain abilities. Your Zodiac Of Pain charges are refilled after you finish a long rest. At 10th level, you gain a second Zodiac Of Pain charge. At 15th level, you regain a Zodiac Of Pain charge when you finish a short rest. At 20th level, you gain a third Zodiac Of Pain charge.
- 3rd level
- Torturer's Tools:
You become proficient in two of the following skills: Intimidation, Athletics or Stealth, and you learn four damaging cantrips of your choice. Constitution is your casting ability, and your spell save DC is 8 + your Constitution Mod. + your proficiency bonus.
- 7th level
- Zodiac Of Pain: Expose:
As an action, you can expend a Zodiac Of Pain Charge to make a creature within 60 feet of you vulnerable to a damage type of your choice for 1 Minute. If the creature was resistant to the damage type, they lose that resistance instead. If the creature was immune to the damage type, they become resistant to it instead.
- 10th level
- Masks of The Chain:
Starting at 10th level, you gain four magical masks that encircle your head and cannot be moved, but you can take an action to make them invisible, deactivating the bonus until they are visible again (which you can cause as an action). You gain a benefit from the mask you are wearing, and during a long rest you can change the types of masks you have. You can rotate all of your masks 90 degrees in a direction of your choice around your head as a bonus action. The mask on the back of your head gives you a more minor bonus, as noted in their descriptions. Some masks don't give you a bonus when on the back of your head (you can't rotate the masks 180 degrees with 1 bonus action, so note the way your masks are ordered). A list of Mask Types is located at the bottom of this page.
- 15th level
- Binding Of The Zodiac:
Starting at 15th level, you can expend a Zodiac Of Pain Charge to immobilise an enemy within 100 feet of you. They must make a DC 16 Wisdom save or be racked with debilitating pain for 1 minute, rendering them incapacitated. They can repeat the saving throw at the start of each of their turns, ending the effect on the success. On a save failure, they take 1d10 Psychic damage.
- 18th level
- Zodiac's Blessing:
Starting at 18th level, your HP maximum increases by 18 and it increases by one extra point each time you level up.
You cannot be poisoned, and if you are poisoned it stops while you wear this mask. Also you are immune to Poison damage. Back: You cannot be poisoned, and if you are poisoned you are not while you wear this mask.
You gain a swimming speed equal to your walking speed + 10, and you can breathe underwater. Back: You can breathe underwater.
You gain a +3 bonus to damage rolls. Back: You gain a bonus to damage rolls equal to half your proficiency bonus, rounded up.
You gain a +3 bonus to attack rolls. Back: You gain a bonus to attack rolls equal to half your proficiency bonus, rounded up.
You are proficient in two skills that you choose when you finish a short or long rest. Back: You are proficient in one skill, which you choose when you finish a short or long rest.
You gain a +4 bonus to healing received. Back: You gain a +3 bonus to healing received.
Your critical hit range increases by 1. (20 becomes 19/20, 19/20 becomes 18-20, 18-20 becomes 17-20, and so on) Back: None.
The range of your melee weapon attacks increases by 5 feet. Back: None
You are always under the effects of the Feather Fall spell, even when incapacitated. Back: You have resistance to fall damage
Your walking speed increases by 15 feet. Back: Your walking speed increases by 5 feet.
When an ally makes a melee weapon attack against an enemy within range of your weapon(s), you can take a reaction to make a melee weapon attack against that enemy too. Back: None
Your AC increases by 2. Back: Your AC increases by 1.