You have a +2 bonus to attack and damage rolls made with this magic weapon.
Save DC = 12 + Proficiency Bonus + Strength or Dexterity
Passively the whip is under your control. By speaking a set of command words: the whip can attach and detach to and from the nearest hold. By speaking another set, you can stiffen the whip to the strength of steel or release back to the stretch of rope.
After attuning to the whip, the creature has a bonded link to the whip, allowing the creature to use the whip in many different ways; specifically maneuvers and charges. You may only use one maneuver and one charge per turn.
Maneuvers:
Grappling Strike - Using the same grappling rules; in place of an attack action you can attempt to grapple a creature (your size or smaller), in this case using the extent of the whip (within the whip's range). Make a contested athletics check against the targets athletics or acrobatics. If you succeed, the target is grappled, however your whip, for all intensive purposes, is bound and unusable while grappling the target. You can release the whip from the grapple as a free action on your turn.
Trip/Topple Attack - Before hitting a target with the whip, you can decide to make it a trip/topple attack (to a creature the same size or smaller than you). If you hit with the attack, role damage as normal, and in addition the target must make a strength saving throw. If the target fails, the target falls prone in place.
Repelling Strike - Before hitting a target with the whip, you can attempt to push the target back with the force of the blow. The target must be the same size or smaller than you. If you hit with the attack, in addition to damage, the target must succeed on a strength saving throw or be pushed away 10ft.
Disarming Flick - Before hitting a target with the whip, you can decide to aim for a weapon or item carried by your target in attempt to disarm them. If you hit the target, they must make a Strength saving throw. If they fail, you choose a single item or weapon in their hand and it drops 5ft away from them towards you. (if they critically fail it falls 10ft).
Additionally, the magic infused within the whip can be expelled by the user. The whip has 3 charges, 1 of which recharges at each dawn. You can use one of the charges to do the following:
Charges:
Magic Jolt - After a successful hit against a target, you can expend one charge to send a jolt of magic energy through the whip, and into the target. The target must make a constitution save against the Whip's Save DC (15 + Proficiency Bonus). A target takes 12d6 lightning damage on a failed save, or half as much damage on a successful one. Another way to use this ability is if you are grappling a target with the whip (Grappling Strike), in which case you expend one charge and on a failed constitution save the target takes 14d6 lightning damage and is paralyzed until the end of their next turn, or on a successful save suffers no effect and takes half as much damage.
Lighting Smash - (Can't preform in air) As an action, you expend a charge and infuse the whip with tempered energy, doubling in size and weight as you forcefully strike the ground in front of you, sending a shockwave of energy in a 30ft cone. All creatures in this 30ft cone that are in contact with the ground take 6d6 thunder damage and 4d6 lightning damage on a failed constitution save or half as much on a successful one, and creatures not in contact with the ground but still in the cone only suffer the lightning damage. In addition, all creatures that fail the constitution save are also deafened until the end of their next turn.
Whirlwind Flash - As an action you charge the whip with bright white light and spin, tracing a 10ft circle centered around you. When the circle is completed, the circle lights up in a blinding flash of white light and snaps with harsh energy. All creatures besides yourself in a 20ft diameter sphere centered around you must make a constitution save. On a failed save the creature takes 8d6 lightning damage and is blinded until the end of their next turn, and on a successful save suffers no effect and takes half the amount of damage.
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 use the whip's abilities, one must attune to it. Anyone can attune to the whip by spending 1 hour of downtime concentrating on it. , Damage, Control, Combat, Finesse, Reach, Slow
Previous Versions
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5/24/2022 7:25:58 AM
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