Tetherhooks are martial, sharp melee weapons that consist of a bunch of hooks attached to a length of chain or cloth that deal 1d8 piercing damage on a hit and have the Scourge, Special and Two-Handed properties.
Scourge
This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Like the Reach property, the Scourge property extends your effective attack radius, but through a length of flexible material rather than a long stiff material.
Special: Hookpull
As a bonus action immediately after you hit a target no more than one size larger than you with an attack using the tetherhook, you can attempt to hook the target using the tetherhook’s reach. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target is hooked and can’t move further away from you. A hooked creature is no longer hooked if you release the tether with both hands, but only one hand is required to keep a creature hooked. A hooked creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
As part of the bonus action to hook the target, and as a bonus action on any of your subsequent turns while it remains hooked, you can pull the target 5 feet closer to you, as long as it isn’t fixed in place and it weighs less than your push, drag, or lift capacity.
Two-Handed
This weapon requires two hands when you attack with it.
Trip.
You perform a wide, sweeping attack that strikes at the footing of enemies around you. Each creature standing within 10 feet of you must succeed on a Dexterity saving throw or take bludgeoning damage equalling a number of d4s equal to your proficiency bonus and fall prone.
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