Weapon (whip), uncommon

A wet towel is heavier than it looks, like it’s holding a secret. The fabric goes cool and dark, clinging instead of draping, every thread swollen with water.

This wet towel is exactly like that, but the pain and blood of being used in many bloody gym fights have drenched it in magic
This weapon, on a hit, gives the creature the wet status effect (Check your party inventory) and deals an additional 1d4 cold damage on a hit.

 

Disarm:  Before you make an attack roll, you may choose to expend one use of your weapon technique to perform this technique. Make a weapon attack, you attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add an extra weapon damage die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands in the square or squares the creature stands in, or within five feet of the creature.

Trip up: If you hit a creature with an attack roll you may choose to expend one use of your weapon technique to deal the normal amount of damage and force the creature to make a strength saving throw. On a failure, the creature is knocked prone. On a success, the creature is not knocked prone.

 

Bleed: Your weapon cuts deep into the enemy and their life starts to leak out of them. Before you make an attack roll, you may choose to expend one use of your weapon technique to perform this technique. If you hit a creature, deal normal damage and apply bleeding to the enemy. The creature takes 1d6 damage and the end of each of your turns for 1 minute. The bleeding can be stopped with any magical healing, or as an action, they can perform to staunch the bleeding with a medicine check (dc 10). Bleeding can not be applied to undead, constructs, or elementals.

Extended Crit Range (Passive): This weapon always crits on a 19 or a 20. If you have an ability, like improved critical, extend the range 1 further. For example if you are a level 3 champion fighter, your crit range while using this weapon is 18 to 20.

You must have at least 10 STR to use these abilities, and you can only use these abilities up to your STR modifier +1 per Long rest. take the Charges off until you are Equal to your strength Mod.

 

Proficiency with a Whip allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Bonus: Magic, Damage: Cold, 2gp, Finesse, Reach, Slow

Stormstreaker

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