You summon a whip made out of water in a free hand. It counts as a martial melee weapon with which you are proficient and can use your bending ability modifier in place of your Strength or Dexterity modifier for attack and damage rolls made with the whip. It deals 2d6 cold damage on a hit and has the finesse, light, and reach (10 ft) properties. In addition, when you use the whip to attack a target whose movement is affected by a waterbender feature or technique, you make the attack at advantage.
At Higher Levels. When you perform this technique as a 2nd level technique, the damage increases to 3d6. When you perform it as a 3rd or 4th level technique, the damage increases to 4d6. When you perform it as a 5th level technique, the damage increases to 5d6 and it critically strikes on a roll of 19 or 20.
Previous Versions
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1/13/2024 5:44:07 PM
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