You control the essence of your soul into a whip of pure ethereal energy. The look of your whip is up to you and it is a part of your vary inner being. If you're tiefling it might look like it's made from fire, or if you're a dragonborn it might be scaly, and so on.
You can use a bonus action to summon or dismiss the whip into your hand. Once summoned, the whip stays until it is dismissed or until it is 60 feet away from you.
After a long rest you can choose one damage type: Force, Necrotic, Psychic or Radiant. This whip is considered a natural weapon for you which you are proficient with, and the whip deals 1d4 of your damage type with a range of 15 feet.
- If you choose Force damage, your damage increases to 2d4.
- If you choose Necrotic damage, when you hit a target they can't be healed until the start of your next turn.
- If you choose Psychic damage, when you hit a target they must make Wisdom saving throw, on a failed save, the target has disadvantage on the next attack roll until the start of your next turn.
- If you choose Radiant damage, the whip sheds bright light 20 feet from ever part of the whip and 20 feet of dim light past that.
You can use the whip to attach to things that are 30 feet away and draw them to you; if the object weighs 10 pounds or less you can pull it towards you, if it weighs more than 10 pounds but less than the weight of you and your equipment you have advantage on Strength (athletics) checks to drag the object, and if it is heavier than the weight of you and your equipment you can choose to pull yourself towards it.
If you have access to Martial Arts, the damage dice increase with the level of the Martial Arts die.
Once a per long rest, you can add half your total level to the damage roll of one attack.
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