You have a +3 bonus to attack and damage rolls made with this magic weapon.
You can speak this whip's command word, Sk'doosh, to extend the whip, giving it a reach of up to 20 feet away. You can target a creature around corners or behind walls so long as you witnessed them run behind it. You make attacks against such creatures at disadvantage.
After hitting with this whip 20 times, the item evolves granting you a new ability with it.
Xerghal's Finesse - As an action, you can use this whip to attempt to grab an item that is not being carried or worn by another creature. Make a DC 10 Acrobatics check. On a success, you manage to grab the item with the end of the whip and bring it back towards you. On a failure, you completely miss the item, or knock it away in a random direction away from you. On a success of 20 or greater, you can choose to instead launch the item towards another creature within 30 ft of it. Make a ranged weapon attack roll using the whip dealing 1d8+ DEX on a succeess.
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, Ranger, Rogue, Fighter, Barbarian, or Paladin, Damage, Combat, Finesse, Reach, Slow
Comments