Prerequisite: proficiency with whips, flails or tetherhooks
- When you hit a creature with an attack using a tetherhook, flail or whip, you can use a bonus action to attempt to disarm the creature of a shield, or of one item it is holding. Make a Strength or Dexterity check (your choice) contested by the target’s Strength check. If you succeed, the item is dropped on the ground midway between you and the creature.
- As a bonus action, you may extend your reach by 5 feet until the start of your next turn.
- If you use a Shove action and knock the target prone, you may immediate make a melee attack with a whip, flail, or tetherhook against them as a free action.
- You may treat whips as though they were Light weapons dealing 1d6 damage, and flails as though they were Versatile weapons dealing 1d8 (1d10) damage.
- You can use a whip, flail or tetherhook almost like a third hand. You cannot perform finely controlled motions like unscrewing a bottle or fastening a pouch, but you can trip foes, pull open doors, grapple onto a secure purch, and so on
- You can use your whip or tetherhook to grab items weighing less than 5lb within the reach of your weapon, pulling them back to your person. (source Heliana's guide to monster hunting)
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