Whip Master Image
Prerequisite: Requires a Dexterity score of 14 or higher
 

 You are proficient with the whip & all of its uses. Add your Proficiency-Bonus & Dexterity-Modifier to the tools damage. Add +5 to the attack radius. When using the whip you gain 8 additional actions to help you & allies in combat. Only one of these actions can be made in a turn, when taking a command from a spell these actions cannot be made unless it's a charm spell.

 Trip: Use an action to make a slight of hand check (versus acrobatics or athletics) to knock a target prone on the check. On stealth or a surprise attack the attack will have advantage & +2 damage, this counts as a melee attack.

 Snipe: Strike a target with an additional 1d4 & +5 feet of range, can be done behind 3/4 cover & the action counts as a ranged attack. Add proficiency & Dex to the attack & damage rolls. If you have used half of your movement speed in a round or the target damaged you last round the attack cannot be made. If the attack is made on a stealth or suprise attack, the roll is made with advantage.

 Hold: Take an action to make a grapple check to a medium sized or smaller creature, or carryable object is in range. The DC is 13+proficiency & Dex, on success the target is restrained, free on failure. The action cannot be made if it's 200 pounds or more, & can only hold one item/creature at a time, the Grappler feat does not affect this action. If the target is an item & is already held by something, the check is a contested Dex or Str made with disadvantage.

 Toss: When holding a creature you can take the shove action to move a creature away from you by 10 feet & make a dc15 dexterity saving throw or be knocked prone. If the target is an object you make a bonus action throw it 40 feet +5 per point of your dexterity modifier. 

 Pull: When holding a creature use an action to pull it 1 foot outside your melee radius without provoking any opportunity attacks & the creature must make a dc15 dexterity saving throw or be knocked prone. If the target is an object make a slight of hand or acrobatics check on a bonus action to catch the object. If the check fails the object has a 5/20 chance to hit you for 1d10 damage ;type is decided by the DM; if the object is a melee weapon make an attack with the weapon against yourself.

 Swift/Power Lash: Make an attack using your bonus action or reaction to roll 1d4+Dex & proficiency +5 feet of range. Or use an action to make an attack with 1d6+Dex & proficiency -5 feet of range.

 Wave Slash: Lunge out & make a large swing with the whip, attack one or more targets. A melee attack action of 2d4+Dex & proficiency is made in a 20 foot cone, all targets must make a dexterity saving throw. On failure the target takes half damage. If the target has not moved, or has used less than half of their base movement on their turn, the check is made with disadvantage. This attack does not affect flying creatures, but will hit allies in the radius (if they aren't flying ).

Previous Versions

Name Date Modified Views Adds Version Actions
10/3/2023 3:18:17 PM
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1.0
Coming Soon
10/17/2023 7:21:42 PM
1
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1.1
Coming Soon
Whip Master Image

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