You have a +1 bonus to attack and damage rolls made with this magic weapon.
3 times per long rest you can perform 1 of the following maneuvers when attacking with this whip.
Disarming Attack
When you hit a creature with a whip attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add 1d8 to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Grappling Strike
Immediately after you hit a creature with a whip attack on your turn, you can then try to wrap the target up in the whip as a bonus action (see the Player's Handbook for rules on grappling). Add 1d8 to your Strength (Athletics) check.
Trip Attack
When you hit a creature with a weapon attack, you can attempt to knock the target down. You add 1d8 to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
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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