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The chainmaster is a fighter who specializes in chain weapons.

They understand that increased damage can be achieved from the powerful, smashing, force created by swinging their chains when striking their opponents. They also know how to use their weapons to trip their opponents, and how to grapple and disarm them with longer chain weapons. As with all fighters, they are free to use any martial weapons, but they are especially intimidating and deadly when using chains, dealing additional damage with these weapons that fighters of other archetypes would not.

Chain Competency

At 3rd level, you become more deadly with all weapons that use a chain as a component. You gain an additional 1d4 points of damage per attack when using a chain weapon. In addition to this, when using a chain weapon, if you do not move or take any actions during a round other than your attack, you score a critical hit on a 19 – 20.

Trip Attack

At 7th level, you gain the ability to use chain weapons to trip your opponent. You must declare that you are attempting to trip your opponent, after which you can make only a single attack that round. If the attack hits, the target must make a Dexterity saving throw or fall prone. The DC for this save = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). After falling prone, the target must pay the standard penalty to stand up.

Improved Grapple

At 10th level, when armed with a chain weapon with reach, you gain advantage when attempting to grapple an opponent. Your opponent may also be up to two sizes larger than you. After establishing the grapple, you must physically enter the grapple as a bonus action in order to maintain it.

Chain Expertise

At 15th level, as a standard action, when armed with a chain weapon you can attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You must announce that you are attempting to disarm the opponent prior to your attack, and you may make only one attack that round. If you hit, the target must make a Strength saving throw. The DC for this save = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed saving throw, it drops the object you choose. The object lands at its feet.

In addition to this, at this level your critical hit range increases by one, allowing you to score a hit on an 19 or 20.

Chain Mastery

At 18th level, when the extra damage dealt on chain attacks increases to 1d8.

Optional Chain Rules

While specializing in chain weapons might seem like a good idea, the truth of the matter is that there is danger inherent in using these. Fun fact: the flail, which has been shown in numerous movies, TV shows, video games, and roleplaying games never actually existed. One of the reasons that using flails and chains as weapons is that controlling them would be difficult, and there would be a very real chance of self-injury resulting from a loss of control. If the GM would like to present these weapons in a slightly more realistic manner, she is encouraged to adopt the following optional rule: A character injures themselves when wielding a chain weapon and rolling a natural 1 on the d20 when making an attack. Roll damage as normal and apply that to the wielding character.

Section 15: Copyright Notice

Battlemasters & Berserkers © 2021, Legendary Games; Author Darrin Drader.

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