
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 D6 to a D4
- When you are wielding a whip, other creatures provide an opportunity attack when they enter your reach.
- On your turn, when you score a critical hit with a whip, the target must make a strength (Athletics) check or Dexterity (Acrobatics) check (the target chooses the ability to use) contested by your dexterity (acrobatics) check. if the target fails the save, its either disarmed or knocked prone (you choose)
- As a bonus action on your turn, you can increase your reach with a whip by 5ft for the rest of your turn. ( cannot be used in conjunction with Tether attack)
- As a bonus action on your turn, you can crack your whip to manipulate your targets movement. The target must be within your reach. You make a charisma (Deception) check contested by the targets wisdom (Insight) check. If you win the contest, you can move the target up to 10ft in any direction.
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, 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 constituted by the targets strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you subject the target to the restrained condition. The condition specifies what ends it. You can release the target whenever you like (no action required), and. you cannot use the whip to attack 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 constituted by the targets strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you subject the target to the incapacitated condition and its movement is restricted to your whips 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 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 tether creature with you, but your movement speed is halved unless the creature is two or move sizes smaller than you.

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