Base Class: Artificer
A drow elf scout is catapulting through a choking complex of caverns at breakneck speeds, swinging from one rocky outcropping to the other, a pack of fiends hot on his tale as he races back to Maerimydra to report the shadow portal that has appeared in the depths.
A squad of gnomish artificers launch through the trusses and struts of the Sharn's Skyway district, quickly trying to reach a repair on the side of an Imperial tower. Dancing and flitting about with cables like a hive of automatons only to scatter like flies when the repair is done, leaping into the void or Screaming up through the clouds.
Whether through the secrets of Lolths Spider Silk or the mystical metallurgy of Eberron, there have always been those able to Weave mighty whips, able to shatter stone and carry the user faster than any mount. They benefit from unmatched mobility, bested only by flight in the skies or earth glide in the caverns.
Whether you Weave your Whips with magical silk, or impossibly strong mystical alloys, the techniques you use to create and use these Whips have been all but lost to time. Whether you learned from one of the last surviving drow scouts, read about them in a lost tome in Candlekeep, uncovered an old set of Whips in a ruin, or studied with the most elite engineers in Eberron, the techniques needed to move effectively and attack effectively with the Whips stay mostly similar. The Whips are primarily mobility gear that users figured out how to fight with, as a result most Walking Whip users historically have focused on stealth, speed, and traps to slow down any possible pursuers.
Think Carefully about how your Whips look, act, and are made. Furthermore how did you come to possess this lost knowledge.
(Inspired by and closely resembling the Wire Weaver from Tulok the Barbrarians Wire Weaver video)
Whip Weaver
When you pick this subclass at level 3, you gain proficiency in weavers tools, acrobatics, and "Walking Whips"
You gain the ability to produce a set of Walking Whips after an hour of work with weavers tools, this can be done as part of a short or long rest. These Whips coil up in two housings on the wrists, back, hips, etc. leaving the hands free to wield other weapons, however only if both hands are empty you can consider yourself wielding them for any rule interactions. The strength and Length of these Whips depends highly on the composition and craftsmanship of the weaver, they have a Length equal to 5 x your INT modifier. These Whips are wholly unusable to anyone without proficiency with Walking Whips.
These Whips are the ultimate form of transportation, you have learned a new form of movement called a Whip Zip. You can Whip Zip up to your Whip Length at a time. When you Whip Zip, you shoot a Whip at an object or surface within range that it can anchor on/too (even a solid stone wall!) and pull yourself part way or the whole way there. While anchored you cannot fall or be knocked off until you release the anchor (free actions at any time.) You may hang down on your Whip while it is anchored on a wall or ceiling, this distance is equal to your whip length. If you are knocked prone while anchored on a wall or ceiling you remain anchored but fall to the bottom of your Whip.
You can Whip Zip up to a single Whip Length as a bonus action. If you use your bonus action to Whip Zip while grappled you make an Acrobatics check at advantage to escape and Whip Zip away on a success, on a failure you do not move and remain grappled. You can also use your bonus action to launch yourself up to two times your Whip Length in any direction that you can Anchor both your Whips at their full Length. Due to the stress on your equipment you can only do this a number of times equal to your INT modifier before you must refresh them as part of a short rest.
Whip Warrior
These Whips can be used in combat, they are simple melee weapons with the Finesse property, they deal D-4 slashing damage and have a range equal to their Length. When you make an attack with these Whips as part of your action, you can make another attack with them as a bonus action.
In addition, you gain extra spells on your artificer spell list. these spells are always prepared though do not count against your prepared spells.
LEVEL 3: Entangle
LEVEL 5: Hold Person
LEVEL 9: Non-Detection
LEVEL 13: Freedom of Movement
LEVEL 17: Steel Wind Strike
Whirlwind
at level 5 you become even more familiar with your Walking Whips. Movement has become second nature allowing you to focus on the task at hand, granting you the extra attack class feature. Your Whips are such an extension of your body you can now use them to grapple or pull a creature 10 ft towards you. In addition you have modified your whips to deal magical slashing damage.
Whiplash
At level 9 you gain supranatural reflexes, you can add your Proficiency bonus to your initiative role. In addition you gain the ability to Whip Zip as a reaction when targeted by an attack or AOE effect, if you are no longer in range as a result of this movement, the attack or effect misses. You can take this reaction a number of times equal to your proficiency bonus and regain all uses after a long rest.
Whip It Real Good
At level 15 you have mastered the Walking Whips.
Their length increases by 5 feet. You can now Whip Zip the full Whip length even if it is further than your remaining movement, as long as you have at least 5 remaining feet of movement. You can now use your reaction to catch yourself when falling, as long as there is something to grab above you within your Whips reach, you shoot out your Whip and reduce your "fall distance" by an amount equal to your INT modifier x 10ft.
In addition you have augmented your Whips to better handle the threats you face nowadays. The Walking Whips now do a D-8 magical slashing damage, in addition you can imbue them with a single element or change the element after a short or long rest, causing the whips to do an additional D-4 damage of the element selected.
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