Through skill and precision, you have become comfortable enough to use a whip to devastating effect. You can treat them almost like an extension of your own hands and can use them in many different and inventive ways.
Unlocking the following Features:
- Whips now count as having the light property in your hands.
- You may use a whip to extend your reach as part of an Athletics or Acrobatics skill check where appropriate, including grapple (however, you must still use your Strength (Athletics) to grapple).
- As an action, you are able to latch onto small items within reach and pull them towards you, anything under 2 pounds not being worn or carried can be pulled into your hand, thrown as an improvised weapon at a target, or given to a willing creature within reach. Still requires an "Attack Roll" to see if you latch on (DM determines "AC", results lower than 5 from the "AC" can result in hilarious effects)
-
When making an attack with a whip, you may add an additional d4 to your damage, and it functions as if it has the light property.
You may also remove up to one of these d4 to do one of the following:
-
- When making an attack against a creature that is no more than one size larger than you with a whip, you may make Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use) contested against your Strength (Athletics) check and on a fail, you choose one of the following to happen:
- Whip Grapple: Attack Action: The creature cannot move further away from you from the initial distance it had when it was first grappled. If the creature has arms, legs, a neck, head and a torso, roll a d20.
- On a 1-5, you wrap your whip around one of the creatures legs, the creature is considered restrained. You can choose to pull the creature as a bonus action and attempt to force it prone with an opposed Strength (Athletics) check. If the creature has more than two legs, you make this check with disadvantage, and the creature makes the check with advantage.
- On a 6-14, you wrap your whip around the creature's torso.
- On a 15-18, you wrap your whip around one of the creature's arms, usually the one swinging. Attack rolls using that arm now roll with disadvantage, and all spells that use somatic components will automatically fail.
- On a 19, you wrap your whip around the creature's head, and it covers its sight. The creature is considered blinded, and you can choose to pull the creature towards you with an opposed Strength (Athletics) check as a bonus action. For this check, you roll with advantage, and the creature rolls with disadvantage.
- On a 20, you wrap your whip around the creature's neck, preventing it from breathing. If the creature needs to breathe, all spells that use verbal components will automatically fail, and the creature will gain temporary levels of exhaustion at the beginning of every turn until it frees itself. At the end of combat, the creature will loose its temporary levels of exhaustion. If the creature gains a total of 5 combined normal and temporary levels of exhaustion, all exhaustion becomes normal. Temporary exhaustion level 6 still causes Effect: Instant Death. If the creature is already at death's door though, the creature will gain temporary levels of exhaustion at an accelerated rate determined by the DM.
- As an action the creature can make another check to free itself and if the creature starts its turn closer to you than when it was first Whip Grappled it does so with advantage.
- Disarming Crack: Attack Action: A weapon or object of your choice the creature is holding is pulled into your space or a space within 5 feet of you. If the weapon or object is held in two or more hands, the creature makes the check with advantage. The creature does not gain the AC bonus from wore armor on this attack unless also blocked with a Shield spell.
- Watch Your Step: Attack Reaction: When you hit a creature with an opportunity attack using your whip, you may make Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use) contested against your check and on a fail the target is knocked prone.







Comments