The whip has a red leather braided grip with finger bones protruding from the top of the grip acting as a guard and two 8-foot loosely braided electrum lines tipped in 3 in. serrated blades. As the whip gains centrifugal force the loose braid lengthens upon strick the whip is 12ft in length(15ft reach) giving it the illusion of a striking snake. Once attuned the Whip drips with a thick ink like substance and activates its acid damage. The Willing Whip does 2d4 of piercing damage and the creature must make a constitution save of spellcasters DC, if failed add 1d6 of acid damage (and corrodes any nonmagical armor for 1AC) as well as 1d6 force damage. if the constitution checked is passed half the acid/force damage and no corrosion occurs. Acid/force damage does not affect the character it has attuned to. On a successful critical attack, the opponent is afflicted by Phantasmal Killer - they must make a Wisdom saving throw (casters DC) or suffer from 4d10 psychic damage.
THIRST
Thirst is active when you attack one enemy and then damage another before the first enemy is dead. For every enemy, you damage after the first enemy that is left alive the Willing Whip gains 1 level of Thirst (max 5). Your DM may choose to limit Thirst to level 1 to keep combat transitions fluid. If Thirst is active the bone figures protrude out of the grip exposing a skeletal hand that grasps your wrist for a grapple that requires a dc10 strength check to break. For every Thirst level, the Willing Whip gains +1 to both piercing, acid and force damage and the Willing Whip gains 1ft of length and does 1 point of bludgeoning damage for every level per turn to the wielder as punishment. For every level above 1, the DC required to break the grapple and resist the acid receives a +2 (STR DC18 max, CON DC22 max). Once the first enemy that was attacked is dead by your attack or any other means, Thirst ends. If combat has ended and Thirst is still active the wielder must succeed the required strength check, receive the bludging damage for use upon all failed strength checks, or the wielder can strike them self with no saving throws for the full piercing, acid damage, and corrosion.
As a pact boon weapon - this weapon can be dismissed while Thirst is active however the next time it is summoned Thirst will be active at the same level in which it was dismissed. An additional feature of this weapon is the wielder can use it as a touch proxy for spells at the cost of elemental (acid/force) 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: Damage: Acid, self inflicted lash with the Asp., Finesse, Reach, Slow
Previous Versions
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