Alien Weapon. You have a +3 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 14 damage of the weapon’s type. This weapon has the reach and finesse properties, and the total range of this weapon is 15 feet.
Heartseeker. You can use a bonus action to press a button on the handle of this whip, causing a neon green substance to coat the whip in a corrosive acid. This acid sheds bright light in a 10-foot radius and dim light for an additional 10 feet. While the whip is coated, it deals an extra 4d6 acid damage to any target it hits. The coating lasts until you use a bonus action to press the button again or until you drop or sheathe/stow the whip. This acid is aberrant and special, its inflicted damage ignores resistances and immunity.
Stranglehold. When you land an attack on a creature with this weapon that is Large or smaller, you can force it to make a Strength save of 15 or become restrained/grappled. Creatures affected can use their action to make another Strength save to break free. You automatically hit creatures that are affected by this ability.
This whip was crafted from the spine of a slain Alien. Cameron the Clairvoyant was once skipping through the multiverse and ended up trapped on an Alien spaceship dungeon, filled with intergalactic abberations and an Alien Queen. He fought off the hoards, and salvaged pieces of their very bodies to craft powerful magic items. This whip stores a reserve of acidic Alien blood in the handle.
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, Combat, Finesse, Reach, Slow
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