
You have extensive training with whips and flails. You gain the following benefits while you are wielding a whip or a flail:
- When you take the Attack action and attack with a whip or flail, you can use a bonus action to attempt to disarm your target. The target must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, the item in the targets hand gets knocked from its grasp and flies up to 10 feet in any direction you chose. If you chose to have it fly into your space you may make a Dexterity saving throw (DC 15) to catch the item with a free hand. On a failure it falls to the ground at your feet.
- When you take the Attack action and attack with a whip, you can use a bonus action to attempt to grapple the target if it is Large or smaller in size. The target must make a Strength or Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier), whichever is higher. On a failed save, the target becomes restrained, the target can repeat the saving throw at end of each of its turns, ending the effect on itself on a success. If the target is still retrained on your next turn, you can use your action to pull them closer with a contested Strength check. This can be used on inanimate objects, where as long as you hit the object, you can use that object as an anchor point to swing up to the reach of the whip.
- While you are wielding a whip or a flail other creatures provoke an opportunity attack from you when they enter your reach.
Previous Versions
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10/3/2018 9:22:29 PM
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Coming Soon
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