You have a +3 bonus to attack and damage rolls made with this magic weapon.
Once attuned, Miracle Whip gains 10 charges. Miracle Whip regains 1 charge at dawn, you may expend ki points to regain additional charges, spending 1 ki point per charge regained.
- Miracle Whip's damage becomes, your choice: cold, fire, lightning, or radiant and deals and additional 1d6 damage until the end of your next turn. (1 charge)
- You may wrap this whip around an item to cast the mending spell on it. (1 charge)
- Increase Miracle Whip's reach to 15ft until the end of your next turn (1 Charge)
- Use an attack to hit an ally and instead of dealing damage, you can cast cure wounds using wisdom as your spell casting ability (1 - 5 charges, 1 charge per spell level)
- As a reaction, if someone attempts to cast a spell within your reach, you may cast counterspell using wisdom as your spell casting ability. (3 charges)
- You may use Miracle Whip to parry attacks by casting shield (1 charge)
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, To attune this whip, you must permanently expend 2 Ki points, Damage, Combat, Finesse, Reach, Slow
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