Prerequisite: Dex 13+
You can use a whip like it's an extension of your own hands. You gain the following benefits:
- You gain proficiency with whips.
- When wielding a whip, you deal 1d6 damage instead of 1d4 damage.
- While you are wielding a whip, other creatures provoke an opportunity attack from you when they move from a square adjacent to you to another square within your reach.
- While you are wielding a whip, using the Attack action, you can make a Special melee Attack to pull a creature 5 feet closer to you. If you're able to make multiple attacks with the Attack action, this Attack replaces one of them. The target of your pull must be no more than one size larger than you, and it must be within your reach. You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you pull the target 5 feet towards you. If the target ends this pull adjacent to another enemy, you may choose to deal 1d6 bludgeoning damage to both enemies and knock them prone.
- While you are wielding a whip, you may treat your whip as a free hand to make a Grapple attack. While you have a creature grappled, the only attack you may make with the whip is a Shove or Pull attack against the grappled target. Also, when you have a creature grappled with the whip, you may not use the whip to interact with objects.
- While you are wielding a whip, you may use Dexterity (Sleight of Hand) instead of Strength (Athletics) to make Grapple, Shove, and Pull attacks.
- You may interact with objects using your whip- open doors, grab items, flip switches, etc. You may NOT do anything complicated enough to require a skill check with your whip (such as picking a lock or disarming a trap.)
Comments