Once per turn, you can choose to use one of the following maneuvers:
Disarming Attack. When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a DC 12 Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Goading Attack. When you hit a creature with a weapon attack, you can attempt to goad the target into attacking you. The target must make a DC 12 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Trip Attack. When you hit a creature with a weapon attack, you can attempt to knock the target down. The target must make a DC 12 Strength saving throw. On a failed save, you knock the target prone.
Multiattack. The bandit makes two weapon attacks.
Bullwhip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 3) slashing damage.
Rock. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Description
The Bullwhip bandits use their signature bullwhips to bamboozle their enemies with martial feats.
Previous Versions
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5/17/2022 7:56:51 PM
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5
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1
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5/17/2022 7:56:56 PM
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11
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3
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5/17/2022 7:57:05 PM
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12
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2
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Coming Soon
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