Base Class: Bard
Bards have dazzled throngs of spectators with many forms of entertainment, but none are more spectacular than the Whipmasters. These skilled performers have mastered the use of bullwhips and other items of similar design and choreographed stunning routines of prowess that amazes and tantalizes the audience. The truth of the matter is these performers have honed a set of unique skills with the intent of defending themselves and intimidating their would-be attackers to provide safety while on their journeys. These skills have made these artists quite adept at keeping themselves more than safe.
BE WARNED - The reach of the whip is key to the success of this unique style of combat. If an opponent manages to get within 5 feet of the whipmaster, the whip is useless. (The whip cannot make attacks on targets within 5 feet)
Bonus Proficiencies
At 3rd level, when you select this college, you gain proficiency with the whip.
Weaving the Whip
At 3 level, you gain proficiency with leatherworkers’ tools to repair as well as craft whips at half cost.
2 Snaps
At 3 level, you can get every bit of energy from the whip, increasing the damage from d4 to d6.
Also, you can wield 2 whips simultaneously (one in each hand) and make one attack with each in a single attack action.
You are also adept with longer whips, using whips with a reach of 15 feet. Conversely, the whip is useless against opponents that are only within 5 feet of you.
Whip It
At 3 level, you are able to perform whip tricks. These stunts require the use of a Bardic Inspiration in addition to any further cost requirements. The Bardic Inspiration die roll is added to the damage. The DC for these attacks are calculated as follows: DC = 8 + your proficiency bonus + your Dexterity modifier
- Disarming Strike – You can make a whip attack against a creature to attempt to slap an object from their hands. On a hit, the creature must make a STR Save. On a failed save, the creature suffers rolled damage (including the addition of the Bardic Inspiration die) as well as drops 1 held object of your choice and have that object be pushed 10 feet away from them. On a successful save, the creature suffers the rolled damage, but does not drop the item.
- Entangling Strike – You can make a whip attack against a creature in an attempt to ensnare the opponent’s legs or arms. On a hit, the creature must make a DEX Save. On a failed save, the creature suffers rolled damage (including the addition of the Bardic Inspiration die) and is also restrained by the whip. On a successful save, the creature suffers half rolled damage but is not restrained. A successful STR Check vs DC 12 on the creature’s next turn breaks the creature free as well as breaks the whip – rendering the weapon useless until it can be repaired – or the creature can spend their next action untangling themselves. (Magic or "unbreakable" whips do not provide for the STR Save aspect)
- Tripping Strike – You can make a whip attack against a creature in an attempt to topple a moving target. On a hit, the creature suffers rolled damage (including the addition of the Bardic Inspiration die) and must make a DEX Save or fall prone. NOTE regardless of the creature making or failing the Save, this does not entangle them at all. The target may rise (normal standing-from-prone rules/"costs" apply), but have no other hindrances stemming from this attack.
Whip It Good
At 6 level, the damage die for your whip increases to d8.
Also, you can forgo a single attack with the whip to make a spell attack with a cantrip or level 1 spell that has a Component of Verbal ONLY.
AND/OR
You can use a reaction and a Bardic Inspiration to interrupt an in-range opponent during their turn. On a successful hit, rather than do any damage, your opponent must make a CON Save DC 14 or they are unable to make the action (move, attack, cast a spell) and forfeits that aspect of their turn (including losing the spell slot if they were casting a spell).
Crack That Whip
At 14 level, the damage die for your whip increases to d10.
Also, you are now able to make an attack of opportunity when an opponent enters your reach of 15 feet as well as when the leave it.
AND/OR
*** PREREQUISITE FEAT NEEDED FOR THIS ASPECT *** If you have the Mage Slayer feat, you can, as a bonus action and using a Bardic Inspiration, cause an excessively loud crack of the whip to momentarily jar a creature that is concentrating on a task. The target spellcasting creature must be within 15 feet of your attack (where the crack sounds) and must be actively concentrating on a spell or spell-like ability (must require concentration) must make a CON Save vs DC 16 or any concentration they are maintaining is broken.
Previous Versions
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5/3/2026 1:03:08 PM
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