The Tentacle:
To attune to this item, you must let the oily black tentacle latch onto you and replace one of your arms at the shoulder. It must feed for the entire one hour attunement period, during which tendrils on the inside burrow into you. Once you are fused, it becomes part of your body and any feature that may be used with an unarmed strike may be used with the Abyssal Whip.
- Deal an additional 1d8 bludgeoning damage when making attacks made with the whip
Symbiotic Nature:
The whip can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you.
- You have resistance to psychic damage while it is worn.
- You also have disadvantage on any Charisma (Persuasion) checks made against a creature that can see your tentacle arm.
- The whip requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the Abyssal Whip (Minimum of 1, rounding up) or take 1 level of exhaustion.
Charges:
The Abyssal Whip has 6 charges and regains 1d6 charges at the end of a Long Rest.
Once per turn you can do one of the following:
Pull:
- When you hit a creature with the Abyssal Whip, you can expend one charge to attempt to pull the target towards you. The target must succeed on a DC 16 Strength saving throw or be grappled, taking an additional 1d6 bludgeoning damage. Also, as long as it is no more than two sizes larger than you, it is pulled up to 5 feet in a straight line toward you.
Sweep:
- When you hit a creature with the Abyssal Whip, you can expend a charge to attempt to strike an additional creature within 5ft of the target with the same attack. If the original attack roll would also hit the second creature, both take an additional 1d6 bludgeoning damage.
Wriggling Parry:
- When another creature within your reach damages you with a melee attack, you can use your reaction and expend one charge to reduce the damage by 1d6+4. If the damage was reduced to 0, you gain advantage on your next attack roll against that creature 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: Damage: Bludgeoning, Resistance: Psychic, Disadvantage: Persuasion, Tentacle Arm Whip, Requires an arm, Damage, Finesse, Reach, Slow
Previous Versions
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3/23/2025 8:31:04 AM
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