Whipmaster Image
Prerequisite: Dexterity 13 or Higher
 

Proficiencies: You gain proficiency in using whips for a variety of tasks, including attacks. You also gain proficiency in Leatherworker's Tools to maintain your whip.

Whip Fighting Style: While wielding a whip, you gain the benefit of the two weapon fighting style, allowing you to add you ability modifiers to the damage of attacks on your action and bonus action, one attack with any other light weapon you are wielding and one with the whip wielded in your off-hand.

  • This fighting style also allows, on a successful attack using your action, the use of whip specific combat maneuvers on your bonus action, these are powered by a Whip Die.
    • Tripping/Stumble Attack, Restraining/Taunting Strike and Disarming Strike.

Whip Die: You may apply a Whip Die (1d4) to ability checks (combat and non-combat) or to use your combat maneuvers (combat only), involving the use of your whip. You may use this Whip Die up to 2x your proficiency level. 

  • You regain 1d4 of your Whip Die after a short rest.
  • You regain use of all your Whip Die after a long rest.

Whip Die Maneuvers & Ability Checks Explained

  • Combat Maneuvers: You have training with the whip that allows you to perform combat related maneuvers. You gain the following benefits: 
    • You learn use of 3 combat specific maneuvers (listed below) that would be relevant to the use of a whip.
    • If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice):
      1. Disarming Strike: When you hit an opponent with a successful whip attack, you can expend the Whip Die to attempt to disarm the target using your bonus action, forcing it to drop one item of your choice that it’s holding.
        • You add your Whip Die to the attack’s damage roll, and the target must make a Strength saving throw.
        • On a failed save, the opponent drops the object you chose. The object lands at its feet.
      2. Restraining/Taunting Strike: If you hit an opponent with a successful whip attack on your turn, you can expend the Whip Die and then try to restrain (see the Player's Handbook for rules on being restrained) the target as your bonus action.
        • Add the Whip Die to an opposed Strength/Athletics check against the opponent. Opponent will remained restrained until they succeed on this check, die, are released by you, or by using using your whip for another action. 
        • In addition, the opponent can still move toward you but not away, other rules of being restrained apply.
        • For the sake of mechanics, this restraining is limited to the upper body (around arms).
      3. Trip/Stumble Attack: When you hit an opponent with a whip attack, using your bonus action, you can expend the Whip Die to attempt to pull the target down, or trip them.
        • You add the Whip Die to the attack’s damage roll, and if the target is one size larger than you or smaller, it must make a Strength saving throw.
        • On a failed save, you knock the target prone by tripping them.
        • On a successful save, they are not knocked prone but the attack results in a stumble and their movement speed is cut in half for that turn.
        • For the sake of mechanics, this trip is limited to the lower body (around the legs/ankles).
  • Ability Checks: You may apply your Whip Die to ability checks involving the use of your whip.
    • Ability checks outside combat do not deal damage to the targets and the Whip Die is applied to the ability check only.
    • Non-combat examples below, but DM has discretion on what ability modifier you must use and the DC of the skill being attempted and the effect and doesn't deal damage.
      • Athletics/Acrobatics: Restrain/grab/grapple something/someone at a distance, or to swing across a distance.
      • Sleight of Hand: Disarm an opponent, to catch something/someone to prevent a fall.
      • Animal Handling: Whipping an animal to do your bidding. 
      • Intimidation: Terrify an opponent with the whip or hold someone at bay.
      • Performance: Put on a show with the whip to distract.

 

Whipmaster Image

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