Weapon (whip), legendary (requires attunement by a Requires 100 gp and a long rest of concestration.)

You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on the d20  [roll]1d20[/roll]for an attack roll with this weapon, the target is stunned until the end of its next turn.

Once a day, the attuned bearer of the whip can prick their finger and drop their own blood on the whip while uttering how jealous they are of Xanhorn Yarfire's incredible combat, rogue, or a specific physical attribute, loud enough for at least one other PC or NPC to hear. Doing so allows the following. You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

When not in combat, a PC can spend one spell slot to contact Xanhorn with a successful d100 [roll]1d100[/roll] role of 69 or higher (nice). If a 69 is rolled, no spell slot is expended.

As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.

Symbiotic Nature. 

The whip can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you.

Reach. 

This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.

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: Requires 100 gp and a long rest of concestration., Finesse, Reach, Slow

BurtFMacklin

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