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 10ft.
- 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.







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