The young Tiefling heard angry shouts and bloodhounds just behind the ridge as they sniffed out his trail. His sides ached beyond tolerance and his legs tortured him for the demands he put on them in the oppressive afternoon sun. He considered lying down in the cool grass to just let the dogs rend him to pieces and be done. Instead, Moravek ran into the shade of the treeline. Remembering his new training, he flicked the bullwhip to catch a high branch and heaved himself up into the thick foliage overhead. His trusty lash easily bore the weight though his arms almost gave out in the climb. The posse, furious and frustrated, passed underneath in chaos as he silently peered down through the leaves, terrified they would look up and see him.
Lasher Adept
You have martial training that allows you to perform special tricks with whips and long lash weapons. You gain the following benefits:
- You gain proficiency with Whips and your attacks with them do increased damage.*
- You learn three tricks of your choice resembling those available to the (Homebrew) Lash Dancer archetype.
- You gain two trick die, which are a d6. These die may be added to your trick dice if you also follow the Lash Dancer archetype, but do not increase with levels like standard Lash Dancer trick die. These dice are used to fuel your tricks. A trick die is expended when you use it. You regain your expended trick dice when you finish a short or long rest.
If a trick you perform using this feat requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC = 6 + Trick Die roll + your proficiency bonus + your Dexterity modifier. If the save roll is a natural 1, Critical Failure effects are described in the trick text. If the save roll is a natural 20, as a reaction the target can catch hold of the whip if it wishes and call for a contest of Strength or Dexterity to pull you to it, knock you down, disarm you or, if you are in an adjacent square, attempt a grapple.
Some tricks are used to determine a hit and must be declared, and the trick die expended (rolled), before the attack roll is made. Otherwise a trick need not be declared until after a successful hit but must be resolved before damage dice is rolled.
With a successful trick performed with this feat, the weapon causes no damage to the target unless otherwise specified in the trick description.
*Note that the way DnD Beyond works, in order to represent the different weapon damage die (1d6) a "Whip Attack" action is created with this feat. You still need to acquire a whip in order to make your attack. This action replaces your regular attack action when using a whip, it is not additional.
Previous Versions
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