Prerequisite: 4th level Rogue Minimum Dexterity of 14
You gain proficiency in using Whips and have the following benefits and actions:
- Whip dualist: +2 to damage while wielding a whip.
- Animal Tamer: You may attempt to use you attack action to frighten beasts. Your whip strikes the air above a hostile Beast and makes a loud “cracking noise” which can be heard 100’ away. All hostile beasts within reach must make DC wisdom save vs your DC Acrobatics. If the beast fails the saving throw, it is frightened of me for 1 min (Action)
- Opportunistic Tripper. When a creature leaves your reach, it provokes an Opportunity attack. You may use your reaction to attempt to trip the enemy using your whip. Your DEX (acrobatics) vs opponents DEX (acrobatics). On a failed save, the opponent falls prone and has a moment of zero until start of his next turn. (Reaction)
- Whip Escape: I may use my action to attempt to grab an inanimate object within reach such as a tree branch, statue or ceiling beam etc. DC 13 dex (Acrobatics) to grab, DC13 strength (Athletics) to swing or climb. (Action)
- Back-Off: Other creatures provoke an opportunity attack from you when they enter your reach. (Reaction)
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