You have trained to master techniques that allow you to control the battlefield with a whip making a truly masterful opponent. While wielding a whip, as an action or as a bonus action when you take the Attack action on your turn, you can use one of the following actions:
- Grab: You can target one loose object that is within your whip's reach and weighs less than 5 pounds. When you do so the whip wraps around the object and pulls it towards you, you can catch it if you have a free hand. Alternatively, you can anchor the whip to a stable point within its reach.
- Grapple: You can attempt to grapple a creature within your whips range using acrobatics instead of athletics for the initial grapple. Any subsequent checks to maintain the grapple use your athletics as normal.
- Disarm: You can take the disarm action against a creature within your whip's reach(described in the Dungeon Masters Guide pg. 271).
In addition, you can roll a 1d6 in place of the normal 1d4 damage of whips you use.







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