Prerequisite: Requires a Dexterity of 13 or higher
Your unceasing practice with a whip has made you adept at using it to manipulate your environment from afar. Remember, you've only got one shot with a whip.
- Increase your Dexterity score by 1, to a maximum of 20.
- You may make an acrobatics check (Dexterity) DC 13 to fasten your whip to an object in any direction no more than half the whip's length away (such an action creates a noise audible up to 50').
- If your whip is attached to an object less than a foot in any dimension, you may make a sleight of hand check (Dexterity) contested against the athletics (Strength) of a creature unwilling to release it (if that object is held).
- The attack die of a Whip is changed from d4 to d6.
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