Rougish Archetype: Stringleader

The stringleaders are unique in the sense that their methods are vast, though their arsenal consists of naught but simple "string". Upon closer inspection, these are found to be multipurpose monofilament wires, beautifully fine wires that can cut and pierce as deep as any blade. Not many of this caliber have been witnessed, but when they are, it's sure to be a shining show of skill amidst a jubilee of silver and crimson.

Neural Wiring Starting at 3rd level, you gain proficiency with monofilament wires, detailed at the end of the subclass description. In addition, you can choose between piercing and slashing damage when using monofilament wires. The wires can function as arms, but cannot hold weapons or shields of any kind. You start with and can carry up to 5 wires. This increases to 10 at 9th level, 15 at 13th level, and 20 at 17th level. You can fully replenish your wires with 1 silver piece during a short or long rest. At 9th level, they count as magical for the purpose of overcoming resistances.

Fibril Restraints Also at 3rd level, you start to implement the multiple uses and purposes of the wires. As an action, you can choose a creature within 30 feet of you and expend 2 wires. They must succeed on a Dexterity saving throw against your Rogue save DC or become restrained as they are tethered to the ground or nearest wall and take 2d4 piercing damage. It can repeat this save on each of their turns, breaking free on a success, or taking 1d6 slashing damage on a failed save. You must use an additional wire for each size they are above medium.

Not-So-Silver Lining At 9th level, choose a damage type from fire, cold, lightning, thunder, acid and poison. You can spend a minute during a long rest lining any number of your wires with that damage type, which deal an extra 1d6 damage of that type. Also during a long rest, you can change the damage type you can line your wires with, taking 5 minutes to do so. At 13th level, the list includes radiant and necrotic damage.