(Obviously fighters can be great at just about anything martial related. It’s kind of their thing.)
Rangers seem particularly well suited to using a whip. Weapon proficiency, dueling fighting style, hunter’s mark, added subclass damage boosts, added reach for maming AoO, all with less AoO on them! Even if only as a backup melee weapon for an archer, it’s a great choice for any ranger.
Hunters make great use of this with either horde breaker or colossus slayer. Beast master rangers (VERY thematic!) can provoke even more AoO for their companion with the ability to attack with reach.
Don't forget whipping people prone. Shove is an attack, so many Ranger abilities will proc off it. Here's an example from a more melee Ranger subclass, the Swarmkeeper, if you just really want a creature prone: you can use a whip to Shove from 10 feet away, and since Shoves can't miss any more than non-attack touch spells can (they automatically hit, and you and the target have a skill contest to see what happens), the Swarm auto-procs. So a level 11 Swarmkeeper can attempt to trip the target. If you succeed, great - make the target take 1d8 piercing damage or move yourself 5 feet and be in half cover. If you fail, make the target Str save or fall over prone anyway. And then you can whip the target a second time, or whip a second target.
Don't forget whipping people prone. Shove is an attack, so many Ranger abilities will proc off it. Here's an example from a more melee Ranger subclass, the Swarmkeeper, if you just really want a creature prone: you can use a whip to Shove from 10 feet away, and since Shoves can't miss any more than non-attack touch spells can (they automatically hit, and you and the target have a skill contest to see what happens), the Swarm auto-procs. So a level 11 Swarmkeeper can attempt to trip the target. If you succeed, great - make the target take 1d8 piercing damage or move yourself 5 feet and be in half cover. If you fail, make the target Str save or fall over prone anyway. And then you can whip the target a second time, or whip a second target.
“Some spells require the caster to make an attack roll to determine whether the spell effect *hits* the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.”
”Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you *hit* a creature with an attack:”
“The target must be no more than one size larger than you and must be within your reach. *Instead of making an attack roll*, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.”
As per the above snippets, I wouldn’t rule that a Skill Contest fulfills the condition of “hits” and allow the Swarmkeeper ability to proc based on that.
LOL, I nearly got caught thinking 3.5 again - but now all weapons are either simple or martial so you can do some interesting things. instead of a monk/ranger MC do a 2 weapon Ranger and give him sickle and whip and add dual wielding and unarmed fighting (fighting initiate feat and you have your kusarigama wielding Ninja :>~
(Obviously fighters can be great at just about anything martial related. It’s kind of their thing.)
Rangers seem particularly well suited to using a whip. Weapon proficiency, dueling fighting style, hunter’s mark, added subclass damage boosts, added reach for maming AoO, all with less AoO on them! Even if only as a backup melee weapon for an archer, it’s a great choice for any ranger.
Hunters make great use of this with either horde breaker or colossus slayer. Beast master rangers (VERY thematic!) can provoke even more AoO for their companion with the ability to attack with reach.
Having reach (with finesse!) is great for a melee ranger for concentration as well. Much more mobility with less loss of spells.
The dueling fighting style works with a whip (and even whip and shield).
Hunter’s mark makes consistent damage output still in the top tier from levels 2-10.
And ensnaring strike is extra thematic.
Don't forget whipping people prone. Shove is an attack, so many Ranger abilities will proc off it. Here's an example from a more melee Ranger subclass, the Swarmkeeper, if you just really want a creature prone: you can use a whip to Shove from 10 feet away, and since Shoves can't miss any more than non-attack touch spells can (they automatically hit, and you and the target have a skill contest to see what happens), the Swarm auto-procs. So a level 11 Swarmkeeper can attempt to trip the target. If you succeed, great - make the target take 1d8 piercing damage or move yourself 5 feet and be in half cover. If you fail, make the target Str save or fall over prone anyway. And then you can whip the target a second time, or whip a second target.
“Some spells require the caster to make an attack roll to determine whether the spell effect *hits* the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.”
”Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you *hit* a creature with an attack:”
“The target must be no more than one size larger than you and must be within your reach. *Instead of making an attack roll*, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.”
As per the above snippets, I wouldn’t rule that a Skill Contest fulfills the condition of “hits” and allow the Swarmkeeper ability to proc based on that.
LOL, I nearly got caught thinking 3.5 again - but now all weapons are either simple or martial so you can do some interesting things. instead of a monk/ranger MC do a 2 weapon Ranger and give him sickle and whip and add dual wielding and unarmed fighting (fighting initiate feat and you have your kusarigama wielding Ninja :>~
Wisea$$ DM and Player since 1979.