Weapon (whip), rare (requires attunement by a an hour of meditation while flogging yourself with the weapon)

This whip has six charges. On a hit, the target takes an extra 1d6 damage. You can spend a charge on a hit and the target must succeed on a DC 17 Consitution saving throw or become paralyzed until the end of its next turn. Skeletal creatures have advantage on the saving throw.

If the last charge is spent roll a d12 On a roll of 1-9 the whip falls apart and its vertebrae turn into 1d6 skeleton under your command for 24 hours. On a roll of 10-11, the whip falls apart and its vertebrae transform into a minotaur skeleton that is hostile to any creature(s) it can see within 60 of it including you. On a roll of a 12, the whip remains intact and regains all spent charges.

The whip regains 1d4 charges at sunset.

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: Bludgeoning, Paralyzed, an hour of meditation while flogging yourself with the weapon, Finesse, Reach, Slow

nicsnort

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