You have honed your skills with a whip, and you are now able to use it like no one else can. When you choose this feat you gain the following benefits:
- Your Dexterity increases by 1.
- You gain 3 Agility Dice (d4) which you can spend to perform certain feats with your whip.
Propeling Whip: You can use a bonus action to make an Dexterity (Acrobatics) check by lashing your whip against a pole, pillar or any other surface that your whip could wrap around within the whip's reach and expend an Agility Die. Add your Agility Die to that check. If you succeed you can propel yourself towards any direction to an amount equal to half your speed (rounded up). While moving this way you are hovering. On a failure, you fall prone, taking the appropriate amount of falling damage (if applicable). The DC for this check is equal to the distance you are trying to swing above + your proficency bonus (PB).
Disarming Whip: When you hit a creature with your whip, you can expend one Agility Die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the Agility Die to the attack's damage roll, and the target must make a Strength saving throw (DC = 8 + PB + your Dexterity modifier). On a failed save, it drops the object you choose. The object lands at its feet.
Deflecting Whip: You can use your reaction to deflect a missile when you are hit by a ranged weapon attack. When you do so, expend an Agility Die, roll it, and reduce the damage you take from the attack by an amount equal to the roll + your Dexterity modifier + half your level (rounded down).
You regain all expended Agility Dice when you finish a long rest.
Previous Versions
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