You have a +1 bonus to attack and damage rolls made with this magic whip. This whip has a 10 foot melee range.
When you attack, roll 3d6. If the attack hits, look up said roll on the Hit table below. If the attack misses, look up said roll on the Miss table below.
Hit table
- 3-4: Inflict an aditional 3d8 Radiant damage
- 5-7: Inflict an additional 2d6 Psychic damage
- 8-9: Inflict an additional 2d4 Fire damage
- 10-11: Inflict an additional 1d4 Slashing damage
- 12-13: Inflict an additional 2d4 Cold damage
- 14-16: Inflict an additional 2d6 Acid damage
- 17-18: Inflict an additional 3d8 Necrotic damage
Miss table
- 3-4: If you fail a Constitution saving throw of DC 17, you take a point of Exhaustion.
- 5-6: You become Blinded until the start of your next turn.
- 7-9: If you fail a Dexterity saving throw of DC 15, you take 2d4 Thunder damage.
- 10: If you fail a Dexterity saving throw of DC 20, you are knocked Prone.
- 11: If you fail a Dexterity saving throw of DC 15, you are Stunned until the start of your next turn.
- 12-14: If you fail a Dexterity saving throw of DC 15, you take 2d4 Force damage
- 15-16: You become Deafened until the start of your next turn.
- 17-18: If you fail a Constitution saving throw of DC 15, you become Paralyzed until the end of your next turn.
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
Previous Versions
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8/21/2019 8:17:12 PM
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