Prerequisite: Requires a Dexterity score of 13 or higher, Requires proficiency with whips
You have mastered the art of the whip and can perform maneuvers most others cannot. You gain the following benefits:
- When you hit with a melee attack using a whip, you deal an additional damage die of whatever type the whip deals and you treat it as a light weapon.
- While you are wielding a whip, other creatures provoke an opportunity attack from you when they enter the reach of your whip.
- When you take the Attack action on your turn and one of your attacks with a whip hits a creature you can immediately use a bonus action to attempt to trip or disarm that creature.
- Trip: The target must be no more than one size larger than you. Make an attack roll contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If you win the contest, the target suffers no additional damage, but is knocked prone.
- Disarm: Make an attack roll contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If you win the contest, the target suffers no additional damage or other ill effect but does drop the weapon or item they are holding.
- You have disadvantage on your attack roll if the target is holding the weapon or item with two or more hands. The target has advantage on its ability check if it is larger than you, or disadvantage if it is smaller.







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