Tethered
Waking from death again, a human climbs to his feet. The spectral rope around his waist is wearing thin, it will be his end soon. He stands before an altar to the Anchor of the Soul, the rope gently pulls in its direction letting the knight know he is not yet untethered, not yet.
A Dragonborn conjures a flaming blade, and cuts down a group of skeletal warriors deep in a dusty crypt. Their bodies fall do pieces, and their faint threads of their soul are added to the rope around her wrist.
A gnome sneaks through a fortress, failing to notice the swinging axe trap for his final time. He is cut down and falls. His body unravels into spectral strands, blowing in the wind. A couple days later he wakes up in front of the Altar in the heart of the same fortress. He sets off again, this time he will not fail.
The Tethered are trapped in this world, destined to either fight on searching for a cure to their endless curse, or doomed to lose their souls and become yet another crazed untethered wandering the land fighting for souls to consume. This eternal struggle makes the Tethered versatile, able to adapt to their place in the world, and able to fight in the way that best suits them.
Clinging to Life
In the final days of the world the people have unlocked the full potentials of magic, become immortal, and over time, devastated their world. Only scraps remain, both of the world, and the people who still live. Those who remain survive only by their soul being tethered to the world. A spectral braided rope of soul threads hangs from their bodies. For some this is manifested as a noose around the neck, some a rope belt, others cords around a wrist.
They build this rope up with the soul threads of those they defeat, granting them another day of life that they hope not to squander. Those with a surplus of threads have found they may offer them up in a ritual to the ancient magic that sustains them, granting them new abilities and strength.
Creating a Tethered
The Tethered is meant to be very versatile; While all Tethered have the same basic abilities the choices you make while adventuring will determine what they become. The Tethered are unique in that they don't have archetype choices, instead they have a bounty of traits they can take on to change how they fight as they gain experience.
Quick Build
You can make a tethered quickly by following these suggestions. First, look over the equipment options offered to you, this will determine the base of your character. Weapon focused tethered characters should make Strength or Dexterity as their hightest ability score followed by Constitution. Magic focused should choose the ability score their starting spell conduit will use followed by Dexterity or Constitution. Choose your highest ability scores as your saving throws.
As you level you will discover what your character excels at which will focus the choices you have for traits at level 3.
The Tethered Table
| Level | Proficiency Bonus | Features | Traits | Pendant Dice | Mana Points |
|---|---|---|---|---|---|
| 1st | +2 | Dodge Roll, Tethered's Threads, Anchoring, Mana Pool | — | — | 4 |
| 2nd | +2 | Plunging Attack, Threadbare Pendant, Quick Switch | — | — | 4 |
| 3rd | +2 | Tethered Traits | 2 | 2d4 | 6 |
| 4th | +2 | Ability Score Improvement | 2 | 2d4 | 6 |
| 5th | +3 | Additional Trait | 3 | 2d6 | 14 |
| 6th | +3 | Ability Score Improvement | 3 | 2d6 | 14 |
| 7th | +3 | ─ | 3 | 2d6 | 17 |
| 8th | +3 | Ability Score Improvement | 3 | 2d6 | 17 |
| 9th | +4 | Additional Trait | 4 | 2d8 | 27 |
| 10th | +4 | Ritual of the Anchor | 4 | 2d8 | 27 |
| 11th | +4 | ─ | 4 | 2d8 | 32 |
| 12th | +4 | Ability Score Improvement | 4 | 2d8 | 32 |
| 13th | +5 | Additional Trait | 5 | 2d10 | 38 |
| 14th | +5 | Ability Score Improvement | 5 | 2d10 | 38 |
| 15th | +5 | ─ | 5 | 2d10 | 44 |
| 16th | +5 | Ability Score Improvement | 5 | 2d10 | 44 |
| 17th | +6 | ─ | 5 | 2d12 | 57 |
| 18th | +6 | Ability Score Improvement | 5 | 2d12 | 57 |
| 19th | +6 | Additional Trait | 6 | 2d12 | 64 |
| 20th | +6 | Untethering | 6 | 2d12 | 64 |
Class Features
As a Tethered, you gain the following class features:
Multiclassing
You may not multiclass into or out of this class.
Hit Points
- Hit Dice: 1d8 per Tethered level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 6) + your Constitution modifier per Tethered level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor, Shields
- Weapons: Simple Weapons
- Tools: None
- Saving Throws: Chose one from Dexterity, Constitution, or Wisdom; and one from Strength, Intelligence or Charisma.
- Skills: Choose three skills from Acrobatics, Athletics, Insight, Investigation, Medicine, Perception, Survival, Stealth
Equipment
You start with one of the sets of equipment detailed on the next page.
Equipment Choices
You start with one of the following sets of equipment; You do not start with the items from your background:
Arcanist
- Quarter Staff
- Buckler^
- Arcanist's Codex^
- Scroll of Eldritch Blast
- Clothes, fine
Bandit
- Greatclub
- 2x Handaxe
- Hide Armor
- Shield
- Clothes, undergarments
Threadbare
- Greatclub
- Clothes, undergarments
Hunter
- Shortbow
- Padded Armor
- Buckler^
- Clothes, travelers
Knight
- Spear
- Heavy Shield^
- Scale Mail
- Clothes, travelers
Priest
- Mace
- Chain Shirt
- Ivory Rosary^
- Scroll of Healing Word
- Clothes, fine
Pyromancer
- Handaxe
- Padded Armor
- Imp's Crest^
- Scroll of Produce Flame
- Clothes, common
Thief
- 2x Dagger
- Leather Armor
- Buckler^
- Clothes, travelers
Wilden
- Sickle
- Hide Armor
- Thorned Totem^
- Scroll of Thorn Whip
- Clothes, undergarments
^ - Denotes items added in this class document.
Dodge Roll
When you are targeted with an attack reaction to move 5ft. in any direction without provoking attacks of opportunity. As part of this movement roll a D20 + your allowed armor Dexterity bonus and use the result as your AC for the attack, potentially avoiding the attack all together. You must use this reaction before the outcome of the attack is determined.
Additionally, you may use this reaction and movement any time you must make a Dexterity saving throw to gain advantage on the save, you must still move 5ft. which does not provoke attacks of
Tethered's Threads
Experience and Gold are represented as threads for you. You may only level up by spending threads on the Level to Thread Cost chart below. If you purchase an item with threads, each thread represents 1 gold and may not be subdivided. Any threads spent on items or leveling up are lost.
Level to Thread Cost
| Level | Thread Cost |
|---|---|
| 1 | — |
| 2 | 300 |
| 3 | 600 |
| 4 | 1,200 |
| 5 | 3,000 |
| 6 | 4,500 |
| 7 | 6,750 |
| 8 | 10,125 |
| 9 | 15,175 |
| 10 | 22,750 |
| Level | Thread Cost |
|---|---|
| 11 | 23,000 |
| 12 | 24,500 |
| 13 | 26,000 |
| 14 | 27,500 |
| 15 | 29,000 |
| 16 | 30,500 |
| 17 | 35,000 |
| 18 | 40,000 |
| 19 | 45,000 |
| 20 | 50,000 |
Mana Pool
Unlike other spell casters who gain a number of spell slots to cast spells from, you gain a pool of mana points instead. You expend a number of mana points to create a spell slot of a given level, and then use that slot to cast a spell. You can’t reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.
The number of spell points you have to spend is based on your level, as shown in the Mana Points column on the Tethered table.
The cost of casting spells is as follows:
| Spell Level | Point Cost |
|---|---|
| Cantrip | 1 |
| Level 1 | 2 |
| Level 2 | 3 |
| Level 3 | 5 |
| Level 4 | 6 |
| Spell Level | Cost |
|---|---|
| Level 5 | 7 |
| Level 6 | 9 |
| Level 7 | 10 |
| Level 8 | 11 |
| Level 9 | 13 |
Preparing and Casting Spells
You prepare the list of spells that are available for you to cast, you learn these spells from scrolls. To do so, choose one spell from your collection and commit it to memory. The number of spells you can memorize can increase at level 3 with the use of the Tethered Traits feature.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying your scrolls and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Conduit
Casting any spell for you requires a use of a spell conduit of which there are four types: Totems, Codices, Crests, and Rosaries. There are many types of each of these, and without one a tethered cannot cast a spell.
Each type of Conduit has its own spell list, a conduit cannot be used to cast a spell that is not on its list.
Spellcasting Ability
The power of your spells comes from your conduit, which will determine your spell casting ability. Refer to the Conduit Spellcasting Abilities table whenever a spell refers to your spellcasting ability to know which ability to sue. In addition, you use your spellcasting ability modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Conduit Spellcasting Abilities
| Conduit Type | Spellcasting Ability |
|---|---|
| Rosary, Totem | Wisdom |
| Crest | Charisma |
| Codex | Intelligence |
Anchoring
During a long rest you may anchor yourself to the place you rest.
If you should die your body and the items and equipment you are wearing immediately turn to threads that scatter in the wind, and reform at the last place you were anchored to in the nearest safe square 1d4 days later. The DM rolls this die.
All of your collected threads fall into a pile where you died, which can be collected as a bonus action if you are within 5 feet of the pile.
If you die while you have a pile threads out in the world, the existing threads are permanently lost, your current threads fall where you died, and you gain one point of exhaustion.
If multiple Tethered are at your table and should perish in the same day, you all reform in the same amount of time.
Plunging Attack
Any hit you score with a melee weapon attack immediately after falling more than 5ft. is considered a critical hit.
Threadbare Pendant
When you reach 2nd level your souls threads form a rough spectral pendant that hangs from the end of the spectral rope around your neck which grants you increased resilience and abilities.
During a long rest you now regain all spent hit dice.
The pendant may also be used to heal or restore mana in a pinch. Your pendant has a total charges equal to your proficiency bonus. At the end of a long rest you may spend your hit dice to add charges to the pendant that are lost at the start of your next long rest.
You may spend 1 charge as an action or bonus action to regain a number of hit points or mana points equal to your Pendant Dice (as shown in the class table) + your Constitution bonus.
Quick Switch
As a bonus action you may switch an item in your hand for an item you have equipped. The item in your hand goes to a pouch on your belt, a sheath, or your back as carried equipment.
Tethered Traits
As time goes on you learn how to use the threads to stitch together skills and features. The way you do this is unique to you, and manifests in all combination of traits.
At 3rd level, you gain two traits of your choice. Your trait options are detailed at the end of the class description. When you gain certain tethered levels, you gain additional traits of your choice, as shown in the Traits column of the Tethered table. Instead of choosing one of the trait options you may choose a feat if you are using the optional rule.
Additionally, when you long rest, you can choose one of the traits you know and replace it with another trait that you could learn at that level at the cost of 100 x your Tethered level threads per trait replaced.
If trait has prerequisites, you must meet them to learn it. You can learn the trait at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Ritual of the Anchor
Starting at 10th level you may perform the ritual of Anchoring during a long rest. After performing this ritual you add your proficiency to hp gained when using your Threadbare Pendant, until the start of your next long rest.
Unbreakable Soul
Any time you die and are reborn you no longer gain exhaustion. You can chose to not reform upon death. This is the only way you can be permanently killed short of a wish spell.
Traits
If a trait has prerequisites, you must meet them to learn it. You can learn the trait at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Armored
While you are wearing armor, you gain a +1 ac bonus to AC.
Combat Intuition
Prerequisite: Wisdom 13
While you are wearing no armor and not wielding a shield, your Armor class equals 10 + your Wisdom modifier + your Constitution modifier.
Crowd Fighter
Once on each of your turns when you make a weapon attack, you can make another single attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Deadly Critical +1
Prerequisite: 8th Level, Accurate Attacks
You can roll one additional damage die when determining the extra damage with a melee attack.
Deadly Critical +2
Prerequisite: 17th Level, Devastating Critical
You can roll one additional damage die when determining the extra damage with a melee attack. This stacks with Deadly Critical +1.
Duelist
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Eagle Eye
You gain a +2 bonus to attack rolls you make with ranged weapons.
Elemental Focus
Prerequisite: 6th level
Choose one damage type when you take this trait. When you cast a spell that deals damage of the associated type you can add the base modifier used to cast the spell to the damage roll of that spell. This trait can be taken multiple times, but must be with different damage types.
Extra Attack
Prerequisite: 5th level
You can attack one additional time whenever you take the Attack Action on your turn.
Extra Attack +1
Prerequisite: 11th level
You can attack one additional time whenever you take the Attack Action on your turn. This stacks with Double Attack.
Extra Attack +2
Prerequisite: 20th level
You can attack one additional time whenever you take the Attack Action on your turn. This stacks with Extra Attack, and Extra Attack +1.
Fearless
Prerequisite: 7th level
You have advantage on saving throws against being frightened.
Font of Mana
Prerequisite: 12th level
At the end of each long rest you double your mana point maximum until the start of your next long rest. You end your long rest with full mana points.
Haymaker
Your hands are considered melee weapons and deal 1d6 bludgeoning damage. You are proficient in using these weapons. This damage die becomes 1d8 at 14th level.
Hearty Vitality
You can roll one additional damage die when determining the extra damage with a melee attack. This stacks with Devastating Critical.
Heavy Handed
When you roll a 1 or 2 on damage die for an attack you make with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Increased Critical Range +1
Your weapon attacks score a critical hit on a roll of 19 or 20.
Increased Critical Range +2
Prerequisite: 15th Level, Increased Critical Range +1
Your weapon attacks score a critical hit on a roll of 18 - 20.
Increased Memory
Prerequisite: 3th level
You may prepare 2 additional spells during a long rest.
Increased Memory +1
Prerequisite: 6th level
You may prepare 2 additional spells during a long rest. This stacks with Increased Memory.
Increased Memory +2
Prerequisite: 9th level
You double the amount of spells you can prepare during a long rest. This stacks with Increased Memory and Increased Memory +2, and doubles their effect (to a maximum of 10 prepared spells).
Martial Strikes
Prerequisite: Dexterity 13
Your hands are considered light and finesse melee weapons and deal 1d4 bludgeoning damage. You are proficient in using these weapons. This damage becomes 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Multi-shot
Prerequisite: 11th level
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Opportunist
When a creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Parry
When another creature damages you with a melee attack, you can use your reaction and roll 1d6 to reduce the damage by the number you roll + your proficiency bonus. If the damage is reduced to 0, the attacker paralyzed until they take damage, or the start of their next turn, whichever happens first.
To use this reaction you must be holding a shield with no more than a +2 bonus to ac, or a melee weapon with the finesse property and a damage die of no more than a d6.
The DM has the final say on if an attack can be parried. Some creatures with natural weapons, legendary actions, or a special ability might not be parried. Any creature of a CR lower than you, using melee a weapon attack, is strongly encouraged to be parry-able.
Power Stance
Prerequisite: 5th Level, Extra Attack (any)
When make your first attack on your turn, you can make a power stance attack. To use this feature you must have the ability to make multiple attacks with the attack action, and be wielding two weapons with the same type, and be able to attack with both of those weapons. Doing so allows you to make as many attacks as you have remaining after the first use the same result on the attack roll. You must declare the number of attacks being used before rolling to attack.
For example: If you are wielding 2 longswords, have Dual Wielder feat, you can declare all of your attacks to be part of the power stance attack. If you roll a critical miss, all of the declared attacks critically miss, and vice versa for a critical hit. However, if you were trying to wield 2 longswords, and don't have the Dual Wielder feat, you could not use this feature.
Protector
When a creature you can see attacks another target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wearing a shield that grants at least a +2 AC bonus.
Reactive Defense
Prerequisite: 7th level
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Slayer
When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's at or below half of it's hit points maximum (rounded down).
Slick Escape
Prerequisite: 7th level
Opportunity attacks against you are made with disadvantage.
Twin Weapons
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Thick Hide
Prerequisite: Constitution 13
While you are not wearing any armor, your Armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Vital Strikes
Prerequisite: Dexterity 13
Once per turn, you can deal extra damage to a creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon. The damage is equal to your proficiency bonus number of d6. IE: A 7th level tethered deals an extra 3d6 damage.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Wild Swings
When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until the start of your next turn.
Other Considerations
Assassin stuff, Cunning Action, Uncanny Dodge (maybe this can tack on to the existing dodge?), Evasion. More Ranger stuff? More barbarian stuff? More Monk stuff? Combat Maneuvers. Tough feat again to get an additional +2 hp to simulate barbarian.
Many things like some combat maneuvers, beyond damage dice abilities, and arcane archer features will be attached to some weapons instead to mimic unique weapon arts. Others can go here for generalized weapon arts, IE: cleave on two-handed weapons.
New Items
Buckler
Shield, common
This shield is smaller and lighter than other shields, granting a +1 bonus to AC.
Heavy Shield
Shield, common (requires 15 Strength to wield)
This shield is larger and heavier than other shields, granting a +3 bonus to AC. As a bonus action you may reduce your speed to 0 until the start of your next turn to gain 1/2 cover. You may only use this bonus action if you have not moved on this turn.
Thorned Totem
Totem Conduit, common (requires Wisdom 12 to use)
A simple totem with the visage of a wolf, wrapped in thorned vines. Can be used to cast Wilden Magic.
Arcanist's Codex
Codex Conduit, common (requires Intelligence 14 to use)
A beginners codex with a blue leather cover. Can be used to cast Eldritch Magic.
Imp's Crest
Crest Conduit, common (requires Charisma 12 to use)
A metal crest with the image of an imp, hung on an iron chain. Can be used to cast Fiendish Magic.
Ivory Rosary
Rosary Conduit, common (requires Wisdom 14 to use)
A rosary with made of gold thread and ivory beads, with one large bead including a carving of the sun. Can be used to cast Celestial Magic.
Spell Lists
Wilden Magic (Totem Conduit)
Cantrips (0 Level)
- Acid Splash
- Infestation
- Primal Savagery
- Shillelagh
- Shocking Grasp
- Thorn Whip
1st Level
- Earth Tremor
- Ensnaring Strike
- Entangle
- Faerie Fire
- Goodberry
- Hail of Thorns
- Hunters Mark
- Longstrider
- Witch Bolt
- Zephyr Strike
2nd Level
- Acid Arrow
- Cordon of Arrows
- Dragon's Breath
- Dust Devil
- Healing Spirit
- Maximilian's Earthen Grasp
- Moonbeam
- Spike Growth
3rd Level
- Call Lightning
- Conjure Barrage
- Erupting Earth
- Lightning Arrow
- Tidal Wave
- Wind Wall
4th Level
- Storm Sphere
- Vitriolic Sphere
5th Level
- Conjure Volley
- Insect Plague
- Maelstrom
- Steel Wind Strike
- Wrath of Nature
6th Level
- Chain Lightning
- Investiture of Wind
- Wall of Thorns
7th Level
- Whirlwind
- Regenerate
8th Level
- Earth Quake
- Tsunami
9th Level
- Storm of Vengeance
Eldritch Magic (Codex Conduit)
Cantrips (0 Level)
- Chill Touch
- Eldritch Blast
- Frostbite
- Mind Sliver
- Ray of Frost
- Sword Burst
1st Level
- Magic Missile
- Armor of Agathys
- False Life
- Mage Armor
- Arms of Hadar
- Catapult
- Dissonant Whispers
- Wrathful Smite
- Hex
- Ice Knife
2nd Level
- Cloud of Daggers
- Mind Spike
- Shadow Blade
- Snilloc’s Snowball Swarm
3rd Level
- Hunger of Hadar
- Spirit Shroud
- Vampiric Touch
4th Level
- Black Tentacles
- Ice Storm
- Phantasmal Killer
- Shadow of Moil
- Staggering Smite
5th Level
- Cone of Cold
- Enervation
- Synaptic Static
6th Level
- Blade Barrier
- Disintegrate
- Freezing Sphere
- Investiture of Ice
- Mental Prison
- Wall of Ice
7th Level
- Mordenkainen’s Sword
8th Level
- Maddening Darkness
9th Level
- Blade of Disaster
- Psychic Scream
- Weird
Fiendish Magic (Crest Conduit)
Cantrips (0 Level)
- Create Bonfire
- Control Flames
- Firebolt
- Green-Flame Blade
- Poison Spray
- Produce Flame
- True Strike
- Viscious Mockery
1st Level
- Color Spray
- Expeditious Retreat
- Grease
- Hideous Laughter
- Sleep
- Burning Hands
- Hellish Rebuke
- Inflict Wounds
- Searing Smite
- Ray of Sickness
- Compelled Duel
- Bane
2nd Level
- Aganazzar’s Scorcher
- Branding Smite
- Flaming Sphere
- Heat Metal
- Scorching Ray
3rd Level
- Fireball
- Flame Arrows
- Life Transference
- Melf's Minute Meteors
4th Level
- Blight
- Fire Shield
- Wall of Fire
5th Level
- Cloud Kill
- Immolation
6th Level
- Circle of Death
- Harm
- Investiture of Flame
- Soul Cage
7th Level
- Delayed Blast Fireball
- Finger of Death
- Firestorm
8th Level
- Abi-Dalzim’s Horrid Wilting
- Incendiary Cloud
9th Level
- Meteor Swarm
Celestial Magic (Rosary Conduit)
Cantrips (0 Level)
- Blade Ward
- Booming Blade
- Guidance
- Sacred Flame
- Thunder Clap
- Toll the Dead
- Word of Radiance
1st Level
- Bless
- Cure Wounds
- Divine Favor
- Guiding Bolt
- Healing Word
- Heroism
- Shild of Faith
- Thunder Wave
- Thunderous Smite
2nd Level
- Lesser Restoration
- Prayer of Healing
- Shatter
- Spiritual Weapon
3rd Level
- Aura of Vitality
- Blinding Smite
- Crusader's Mantle
- Mass Healing Word
- Spirit Guardians
- Thunder Step
4th Level
- Sickening Radiance
5th Level
- Dawn
- Destructive Wave
- Flame Strike
- Greater Restoration
- Holy Weapon
- Mass Cure Wounds
- Wall of Light
6th Level
- Sunbeam
- Heal
7th Level
- Crown of Stars
8th Level
- Sunburst
9th Level
- Mass Heal
- Power Word Heal