This whip is made from strange, scaly leather and is barbed with many sharp teeth. It coils harmlessly around the arm of its wielder when not in use. You have a +1 bonus to attack and damage rolls made with this magic weapon. Any time you critical hit with this weapon, the target takes an additional 5 points of slashing damage.
You may use your action to strike at the legs of a creature to attempt to either restrain or cripple your target.
Restrain: You may use this weapon to attempt to ensnare the legs of a Medium or smaller creature. On a hit against the targets AC, the creature's legs are entangled, and the target falls prone. Anklebiter remains wrapped around the target's feet, and the target is restrained. As an action on their turn, the target may contest this grapple, escape DC 18.
Once on your turn, you may use your action to pull a creature restrained in this way, carrying them with you as part of your movement. You must spend two feet of movement for every foot you drag the restrained creature. Dragging a creature in this way causes Anklebiter to cut painfully into their legs. The victim takes damage as if hit by an attack from Anklebiter. You do not make an attack roll for this damage.
Cripple: You attempt to hamstring a Medium or smaller creature. Make an attack roll against the target's AC. On a hit, the target takes 1d4 slashing damage and has its speed reduced to zero until the end of its next turn.
If the attack roll succeeds by 5 or more, you shred the tendons in their leg. A creature harmed in this way instead takes 8d4 slashing damage and has their movement speed reduced by half, and has disadvantage on Dexterity saving throws and checks that rely on the use of your legs. The creature also cannot take the dash action, has its carrying capacity halved, and is considered one size category smaller for the purposes of pushing, dragging, and lifting objects. A creature can spend its down time during a long rest to attempt a DC 18 Medicine check, ending these harmful effects on a success. A creature may be affected by this ability as many times as it has legs.
If the attack roll succeeds by 10 or more, roll 1d4 and subtract the total from the creatures dexterity. A successful Medicine check restores the creatures Dexterity to normal.
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: Finesse, Reach, Slow
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