
You can keep your enemies at bay with whips. You gain the following benefits:
- When you use a whip, its damage die changes from a d4 to a d6.
- While you are wielding a whip, other creatures provoke an opportunity attack from you when they enter your reach.
- On your turn, when you score a critical hit with a whip, the target must make a Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use) contested by your Dexterity (Acrobatics) check. If the target fails the save, it is either disarmed or knocked prone (you choose).
- As a bonus action on your turn, you can increase your reach with a whip by 5 feet for the rest of your turn. This cannot be used in conjunction with the Tether Attack action.
- As a bonus action on your turn, you can crack your whip to manipulate your target's movement. The target must be within your reach. You make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If you win the contest, you can move the target up to 10 feet in any direction.
- As an Attack action or reaction, you can attempt to tether one creature with your whip.
TETHER
When you want to bind a creature, you can use an Attack action or reaction to make a special melee attack, a tether. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your tether must be no more than one size larger than you. You try to seize the target by making a tether check: a Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the restrained condition. The condition specifies the things that end it. You can release the target whenever you like (no action required), and you cannot use the whip to attack again until doing so.
OR
The target of your tether must be no more than one size larger than you. You try to seize the target by making a tether check: a Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the incapacitated condition and its movement is restricted to your whip's reach. The condition specifies the things that end it. You can release the target whenever you like (no action required), and you cannot use the whip to attack again until doing so.
Escaping a Tether. A tethered creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Dexterity (Acrobatics) check.
Moving a Tethered Creature. When you move, you can drag the tethered creature with you, but your speed is halved unless the creature is two or more sizes smaller than you.

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