Through your constant practice with your whip it becomes more useful in and outside of combat.
In combat
- Grants you the ability to attempt a disarming strike as your action; You may attack any target within your whips range and attempt to make them drop an item of your choice they are holding. The target must make a STR save with a DC equal to 5 + the damage your whip attack deals (5 + dex bonus + proficiency bonus+ 1d4) (Can only be used once per turn) (If you are a fighter with Disarming attack already you cannot use both in the same turn)
- As an action you may attempt to grapple a loose item within the reach of your whip and pull it toward you. You must make a Dex (Acrobatics) check and pass with a DC 15 (Medium Difficulty). The maximum weight that you can pull toward you is 10 times your Strength bonus.
- If you are a fighter with Trip attack - You may now attempt to trip any creature Huge or below and get advantage on your Superiority dice roll to trip small targets.
Out of Combat
- You can use your whip to grapple and climb a wall with ease
- You can use the whip to swing yourself over a pit or river or chasm, etc. (Environment allowing) Depending on the situation the skill roll can be : Athletics, Acrobatics or Str/Dex
- Your quickness and skill with your whip can be used to entertain observers whether you wish to provide entertainment or merely a distraction. Gain a bonus on performance checks involving your whip (may need to explain it at DM discretion)







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