Prerequisite: Minimum Dexterity of 13
You have mastered the use of the whip in many different ways. With extensive training you have gain the following abilities in the use of a whip
- Whip dualist: +2 to damage while wielding whip in one hand and no other weapons
- Animal Tamer: You may attempt to use your attack to frighten animals. Your whip strikes the air above a hostile animal and makes a loud “cracking noise” heard 100’ away. Animals hostile to the weirder make DC wisdom check or are freighter of the wielder for 1 min
- Opportunistic Tripper. When a creature leaves your reach and provokes an Opportunity attack. You may use your reaction to attempt to trip an enemy . Your DEX (acrobatics) vs opponents DEX (acrobatics). IF success, opponent falls prone and moment zero until start of his next turn.
- Whip Escape: You may use your attact to attempt to grab an inanimate object such as a tree branch, statue or ceiling beam etc. DC 13 dex (Acrobatics) to grab, DC13 strength (Athletics) to swing or climb
- Back-Off: Other creatures provoke an opportunity attack from you when they enter your reach. (Reaction)
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