Base Class: Fighter
Whips are used for many things - punishment and motivation are only two options. As a whip master, you know that versatility is a powerful quality to have in a weapon, and after devoting your life to mastering this unusual weapon you are able to dazzle and dominate your foes.
Whip Specialization
Beginning when you take this subclass at 3rd level, you deal 1d8 damage with whips rather than the default value. This applies to any whip-like weapon with a default value of lower than 1d8. In addition, you gain the ability to either disarm or knock and enemy prone with a successful attack instead of dealing damage. On a critical hit, deal standard damage even if you use the attack to disarm or knock prone.
Grip and Whip
Beginning at 7th level, you can grapple an opponent using a whip or whip-like weapon. This may make use of the weapon's reach attribute. When making your grapple check, you may use a Dexterity check instead of a Strength check to initiate the grapple.
While an opponent is grappled in this way, you may still attack using your second whip.
Twin Tails
Beginning at 10th level, you gain additional benefits when wielding two whips in battle. While wielding two whips or whip-like weapons, your AC increases by 1. You may also stow or draw two whips or whip-like items in the time that you would normally draw only one.
Whipstorm
At 15th level, you gain the ability to enter into a whipstorm. You must be wielding two whips to activate this ability. By using a bonus action, you enter this state and gain the following benefits:
- You may make an attack of opportunity against any target that willingly enters or leaves your range, with no limit on reactions.
- Any target within your range at the end of your turn must make a Dexterity save or take 1d4 P damage
This state lasts for 1 minute. You may use this ability a number of times equal to your proficiency modifier each day. You regain all uses of this ability on a long rest.
Deafening Snap
At 18th level, your mastery with whips is unparalleled and you gain the ability to deal devastating blows. When using any whip or whip-like weapon, you deal an additional 1d8 thunder damage. In addition, you may choose to force the target to make a Constitution save or be pushed 10 feet away from you.
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