Base Class: Fighter
Warriors far and wide have made use of a large variety of weapons. Spears, longswords, daggers, bows, and everything in-between can be found on the battlefield. However, there are some weapons that a warrior may never think to wield. A farmer defending his home may brandish a scythe against an attacker, or a brawler in a tavern might fashion herself a weapon out of a broken bottle. Having mastered a tool for driving horses that many leave behind, Flagellators are able to utilize whips to their full potential. Through mastery of their techniques, Flagellators can use a whip to trip someone, deafen a person, or even blind their opponents. These diligent students of a weapon few know how to defend against are a devastating force for anyone who is unfortunate enough to cross paths with a Flagellator on the battlefield.
Scourge's Prodigy
When you choose this archetype at 3rd level, you learn whip tricks that are fueled by mastery points.
Whip Tricks. You learn three whip tricks of your choice, which are detailed under “Whip Tricks” below. Many whip tricks enhance an attack in some way. You can use only one whip trick per attack.
You learn two additional whip tricks of your choice at 7th, 10th, and 15th level. Each time you learn new whip tricks, you can also replace one whip trick you know with a different one.
Mastery Points. You have mastery points equal to 3 + your Dexterity modifier + your proficiency bonus. A mastery point is expended when you use it. You regain all of your expended mastery points when you finish a short or long rest.
You gain another base mastery point at 7th level and one more at 15th level.
Saving Throws. Some of your whip tricks require your target to make a saving throw to resist the whip trick's effects. The saving throw DC is calculated as follows:
Whip Trick save DC = 8 + your Dexterity modifier + your proficiency bonus
Expert Precision
At 3rd level, your expertise with whips allows you to add +1 to the damage of attacks made with whips.
At 7th level, the bonus becomes +2, and at 15th level, the bonus becomes +3.
Whip Tricks
The whip tricks are presented in alphabetical order.
Arrowhead Flourish
As a bonus action, you can expend three mastery points to grapple an object from the ground with your whip. If the item grappled is a weapon, subsequent whip attacks this turn use the damage die of the weapon instead of the damage die for the whip. Otherwise, whip attacks use improvised weapon rules (see the Player’s Handbook for rules on improvised weapons). At the end of your turn, the object falls to your feet and is no longer grappled.
Blinding Flick
When you critical hit a creature with a whip attack, you can expend five mastery points to strike the eyes of the target instead of doubling the damage dice of the attack. All forms of sight (except blindsight and tremorsense) are lost until the target regains hit points.
Breakaway
When you hit a creature with a whip attack, you can expend three mastery points to attempt to move the target. You add 1d4 to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you pull the target up to 15 feet in any direction as long as they remain within 10 feet of you.
Cutback
You can use your whip to lash back at enemies who miss their attacks. When a creature misses you with a melee attack, you can use your reaction and expend one mastery point to make a whip attack against the creature. If the attack hits, you can use another whip trick on the attack.
Deafening Crack
When you hit a creature with a whip attack, you can expend three mastery points to deafen the creature, dazing the creature for a short time instead of dealing the damage. Attack rolls the target makes are at disadvantage and the target's movement speed is reduced to 10 feet until the end of your next turn.
Deep Lashes
When you hit a creature with a whip attack, you can expend five mastery points to inflict deep, grievous wounds. You add 1d4 to the damage roll, and the target must make a Constitution saving throw. On a failed save, it takes 1d10 damage at the start of each of its turns until it regains hit points or falls unconscious.
Disarming Lash
When you hit a creature with a whip attack, you can expend three mastery points to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Flick
When you hit a creature with a whip attack, you can expend one mastery point to maneuver one of your comrades into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Flogger's Finesse
You can use your whip to manipulate objects. As a bonus action, you can expend one mastery point to grab one object with your whip and pull it towards you, beating contested Dexterity checks. The object cannot be currently worn or carried by a creature and cannot weigh more than 10 pounds.
Full Bodywrap
When you make a whip attack against a creature, you can expend five mastery points and forfeit the damage from the attack to force the target to make a Strength saving throw. On a failed save, the target is restrained by the whip. While the target remains restrained, you cannot use your whip to make attacks or use whip tricks.
Grappling Waistwrap
Immediately after you hit a creature with a whip attack on your turn, you can expend three mastery points and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling).
Hastened Flick
When a creature you can see moves within 10 feet of you, you can use your reaction to expend one mastery point and make one whip attack against the creature. If the attack hits, you can use another whip trick on the attack.
Impressive Flourish
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one mastery point and add 1d8 to the ability check. You can use this trick before or after making the skill check, but before any effects of the skill check are applied.
Intimidating Flash
When you hit a creature with a whip attack, you can expend three mastery points to attempt to frighten the target. You add 1d4 to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Lethal Volley
When you critical hit a creature with a whip attack, you can expend seven mastery points to triple the damage dice rather than doubling it.
Lunging Lash
When you make a whip attack on your turn, you can expend one mastery point to increase your reach for that attack by 5 feet. If you hit, you add 1d4 to the attack’s damage roll.
Misleading Flourish
You can expend five mastery points and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add 1d8 to the attack’s damage roll.
Overhead Grapple
As a bonus action, you can expend one mastery point to attempt to grapple a branch, bar, or other point within reach. Make a Dexterity saving throw. On a successful save, you can swing from the whip to cross a gap a distance across equal to 5 + your Dexterity modifier in feet.
Pas de Deux
When you’re within 10 feet of a creature on your turn, you can expend one mastery point and switch places with that creature, provided you spend at least 10 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Precision Flick
When you make a whip attack roll against a creature, you can expend three mastery points to add 1d10 to the roll. You can use this trick before or after making the attack roll, but before any effects of the attack are applied.
Sweeping Lashes
When you hit a creature with a whip attack, you can expend three or more mastery points to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the amount of mastery points expended to use this whip trick. The damage is of the same type dealt by the original attack.
Taunting Flourish
When you hit a creature with a whip attack, you can expend five mastery points and use your bonus action to discourage your opponent from attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against you until the end of your next turn.
Tripping Anklewrap
When you hit a creature with a whip attack, you can expend three mastery points to attempt to pull the target's feet out from under them. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Wristwrap Parry
You can wrap your whip around your wrist to deflect an incoming attack. When another creature damages you with a melee attack, you can use your reaction and expend one mastery point to reduce the damage by 1d8 + your Dexterity modifier.
Improved Expert Precision
At 7th level, your expertise with whips allows you to add +2 to the damage of attacks made with whips.
Whip Modifications
Starting at 10th level, you gain proficiency with Smith's Tools. During a short rest, you can spend time tinkering with your whip to make it unique. On a successful DC 10 Smith's Tools check, you modify a whip to give it bonus properties. You can only choose one modification option at a time, but you can make a DC 15 Smith's Tools check during a short rest to change the modification on your whip. The modification options are as follows:
Bladed Tip
When you choose this option at 10th level, you fasten blades to the tip of your whip to create deeper cuts. When you hit a creature with a whip attack and use the "Deep Lashes" whip trick, the damage dice for "Deep Lashes" becomes 2d6 instead of 1d10.
Bullock Whip
When you choose this option at 10th level, you increase the length of the handle on your whip. Your range with whips increases to 15 feet.
Cat O' Nine Tails
When you choose this option at 10th level, multiple tails on your whip make parallel cuts, increasing your chance of hitting vital points. Your whip attacks critical hit on a 19 or 20.
Chain Whip
When you choose this option at 10th level, you reshape your whip to be made from a series of chains rather than a single rope of leather. The damage for your whip becomes 1d8 instead of 1d4.
Hybrid Whips
When you choose this option at 10th level, you lengthen the handles and lighten the tails of two whips. While wielding both whips, you can take one additional action on your turn without expending a use of action surge once per long rest.
Snake Whip
When you choose this option at 10th level, you remove the handle from your whip to shorten it but increase its accuracy. Your range with whips decreases to 5 feet, and when you use a whip trick on a whip attack, that attack is made at advantage.
Perfected Expert Precision
At 15th level, your expertise with whips allows you to add +3 to the damage of attacks made with whips.
Whip Trick Mastery
Starting at 18th level, whenever you take a short rest, you can replace up to two of your current whip tricks with different ones.
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