
Prerequisite: Dexterity score 13 or higher.
You use your whip not just as a weapon but also as a tool. You gain the following benefits while you are wielding a whip:
- You gain +1 to attack rolls with a 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: See the optional Disarm rules on page 271 of the Dungeon Master’s Guide.
- If you are subjected to an effect that allows you to make a saving throw or ability check to avoid falling or to resist being pushed, pulled, or moved you can use your reaction to gain advantage on that saving throw or ability check by using your whip to grab on to an object capable of supporting your weight, if any such object is within your whip’s reach.

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