You have mastered the use of whips to control, disarm, and unbalance your enemies. You gain the following benefits:
• Tighter at the Waist. When you make an attack with a whip, you can use your bonus action to attempt to knock the target prone by pulling one of its extremities.
Depending on how you describe the maneuver, you make either a Strength (Athletics) or Dexterity (Sleight of Hand) check, contested by the target’s Strength saving throw.
On a failed contest, the target is knocked prone.
On a failed attempt by you, the target may pull you instead up to 5 feet toward itself using its reaction.
• Reactive Disarm. When you are hit by a melee attack, you can use your reaction to attempt to disarm the attacker. The attacker must make a Strength saving throw.
On a success, the attacker drops one item of your choice it is holding.
On a failure, either you lose your whip or the whip is damaged or torn during the attempt, at the DM’s discretion.
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