A barbed whip, unlike its barbless cousin, deals lethal damage and does threaten the whole area of its reach; however, a barbed whip only has a reach of 10 feet. You can use it against foes anywhere within your reach (including adjacent foes), just like a normal whip. Using a barbed whip provokes an attack of opportunity, just as if you had used a ranged weapon.
You can make trip attacks with a barbed whip. If you are tripped during your own trip attempt, you can drop the barbed whip to avoid being tripped. When using a barbed whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a barbed whip sized for you, even though it isn’t a light weapon for you.
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: Damage, Combat, Finesse, Reach, Slow
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