Roll a 3d6 for damage. When you roll a 20, you roll 2d6 of psychic damage.
If you have not sacrificed to WORM in a while and depending on the DM's discretion, roll a d20. If lower than 15, the worm coils itself around you and you take 1d6 psychic damage before the whip goes slack.
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: Damage: Psychic, Damage, Combat, Cursed, Finesse, Reach, Slow
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