Base Class: Fighter
The Whip Master is one of very few in the world to have the drive and ability to master such a difficult to wield weapon. Very few have ever faced a whip master in combat due to their rarity, and even fewer are able to make it out alive from their unpredictable movements.
Unpredictable Footwork
Beginning when you choose this archetype at 3rd level, your training with your whip has made you very unpredictable in combat. Every time you hit an enemy with a whip you can move 5ft and gain +1AC until the start of your next turn. Due to your skill all whips now deal at least 1d8 damage, are versatile, and have a range of 15ft.
Entangling Whip
Starting at 7th level, you can use and attack to either attempt to grapple or trip an enemy using your whip while also dealing damage. To do so, you make a contesting grapple check with them. Upon success when grappling you can't use your whip for another attack unless you wish to release your opponent, and you can choose to pull them 5ft towards you. Upon success when tripping an opponent you will knock them prone.
Wiping Wall
At 10th level, you can use your bonus action or action to set up a wall of wiping strikes with your whip in a 15ft cone originating form the user. Any enemy that attempts to enter will make a dexterity saving throw and will take 3d8+dex modifier damage (half that on a successful save) of your whip's damage type, and have their movement speed halved. (Save DC is 8 + proficiency bonus + dexterity modifier).
Curving Attack
Starting at 15th level, you learn to redirect your attack at the last moment when you realize the will not hit. You can once per turn when you miss a weapon attack redirect it against another enemy in range, make an attack roll against the new target.
Sudden Defense
At 18th level, you attain true mastery over the weapon of the whip. You can use your reaction to impose disadvantage on all enemies making attack in range of your whip. While also protecting your allies, giving them +1 AC.
Previous Versions
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