Weapon (whip), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, green poison to coat the barbed end of the whip. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The whip can't be used this way again until a long rest is taken.

Curse. This whip is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the whip, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the whip is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the whip forces the vengeful spirit to leave it. The whip then becomes a +1 weapon with no other properties.

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, Damage: Poison, Poisoned, Finesse, Reach, Slow

Graham925

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