These whips were once the whips of Hades himself used to torture souls in the darkest parts of Tartarus and darkness clings to the whips. They're made of the bones of Iapetus which gives the whips a vorpal affect slicing the creature into small pieces on a roll of 19 or 20(unless the creature is too large or strong, DM choice) . The whips are a +3 to attack and damage rolls and hit for 2d10 + 1d10 poison + 1d10 necrotic damage. The creature hit by the whips is frightened of you and must succeed a Dc 15 wisdom save. The whips are also able to hold the soul of two monsters with a challenge rating of 1 or less because they have the jewels of Psyche in the pommel. The whips are two handed and the user can use no other weapon once they have used these as the whips bond to their owner and rejects the use of other weapons. The whips can be used as a defensive weapon adding a +3 to the users AC by forming a defensive sphere around them. It's only one action to attack with both whips, and it counts as an action to form the defensive sphere around the user.
Lore: The whips were forged in the deepest and darkest parts of the underworld, not known by name. They were formed from the pain and suffering that lingered in the underworld for eons upon eons. The whips are essentially a weapon form of the darkness of the underworld. Hades used them for thousands of years keeping them secret from the god for he feared that they would take his weapon once they learned of his power. Unfortunately for Hades, one of the souls in the underworld escaped and told the gods that he would tell them Hades' secret if they made him immortal and there the deal was struck. The host of Olympus descended upon Hades to claim this weapon for themselves and a battle ensued in which the whips were lost to the known universe for many years with rumors of great warriors wielding a set of dual whips passing faintly through the years but never gaining much traction. They were eventually sealed into another dimension by an Elf who sealed 3 other weapons into this pocket dimension to keep them from the rest of the world as they caused too much destruction and greed.
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: Feat: Lucky, Frightened, The Whips have to be soaked in the owners blood for a period of 6 hours before being able to wield them., Finesse, Reach, Slow
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