Long ago, by the wish of Loviatar, a group of occult clerics fashioned a hand-full of corrupted whips in her name. These weapons of torture were used by the cult to inflict agony and suffering onto those they captured. Eventually, a vigilant group of paladins discovered the cult, and swiftly dealt with the clerics. A few clerics managed to flee from the judgement of the paladins, and escape with the whips. After praying to their goddesses, the clerics slowly spread the remaining weapons throughout the world, hoping to further spread their lady's influence.
The bone whips, made from the spine of Lizardmen, are the product of a heinous ritual; lost to the ages. Due to a special coating of a particular blood mixture, the whips have an almost toxic surface. The poison infiltrates the body of a harmed victim through open wounds inflicted. The poison is fast acting, but is nonlethal. The toxins on the barbed whip can render a body paralyzed for a time, until the poison wears off or a proper antitoxin is administered. The whip also slowly decays the skin area around inflicted wounds, furthering the agony of the torture victim. The withered flesh cannot be healed naturally, and must be restored by a holy cleric, or similar means.
The whips functions as an ordinary whip, save for a few things. First, besides the typical 1d4 slashing damage, the whip inflicts 1d6 slashing damage +2. The whip also inflicts 1d4 necrotic damage, that must be healed through magical means.
The whip is also cursed in a way. Only evil characters can attune to the weapon, but if a nonevil character attempts to use the weapon, they must make a wisdom saving throw with DC 15 to not fall prey to the corruption of the weapon. If the creature fails, they instantly become an evil version of their lawful, neutral, or chaotic alignment. This effect lasts until a remove curse spell is cast, or another creature forces the weapon out of the user's hand. If the creature attunes itself to the weapon during this period, simply removing the weapon from the creature is not enough to break the alignment curse. A remove curse spell must be cast or the attunement has to be broken in some way *the user cannot willingly break the attunement, and will forcibly try to stay bonded with the weapon*. Lastly, the whip hungers for the torture of another soul, and the blood torture causes. If the whip does not feast upon blood with 24 hours of its last feeding, it will sap 1d4 necrotic damage from the user *cannot be healed naturally again*. The user will actively be influenced to inflict pain by the weapon, even to allies.
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: Before the attunement process can begin, a creature must be of an evil alignment to bind to the weapon., Finesse, Reach, Slow
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