Fiendish Origin: You have a +2 bonus to attack and damage rolls made with this magic weapon. Being made in the Nine Hells, the whip now does 1d8 damage
Stubborn Sentience: All Abyssal Whips are imbued with the souls of the fiends who wield them. Though they don't speak they only let people who they deem worthy to be able to hold them. On a successful Persuasion(Charisma) DC 18 or a Intimidation(Charisma) DC 20
Hellish Weapon: The weapon on hit deal an extra 3d6 poison damage. As a bonus action you can make another weapon attack
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: Poison, Damage: Slashing, Damage, Combat, Finesse, Reach, Slow
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