Fighter
Base Class: Fighter

You've spent your entire life wrangling man and beasts. Whether on foot or horseback, you can use your whip to hurt, hinder or displace your foes. This is the life of a Herdsman, and you wouldn't have it any other way.

Herdsman's Lasso

Starting at 3rd level, your expertise with whips and lassos grants you the following benefits while holding a whip:

• The range of attacks you make with whips increases to 15 feet.

• Whenever you deal damage with a whip, you deal an additionnal 1d4 slashing damage.

• You can make shove and grapple attacks using your whip. When you make a shove or grapple attack in this way, you can target creatures of size Large or smaller.

• While wielding a whip in one hand and nothing in the other, you may make one shove or grapple attack with your free hand.

• While wielding a whip in one hand and nothing in the other, you have a +1 bonus to your AC.

Thunder Thighs

When you reach the 7th level, your leg strength helps keep you grounded and allows you to move creatures you capture with ease. You gain the following benefits:

• While you are grappling a creature with your whip, you may move at your normal movement speed, pulling the creature along with you.

• When you shove a creature, that creature is pushed an additional 5 feet in any direction you choose.

• You have advantage on checks and saving throws against being pushed or knocked prone.

Tightened Grip

By the 10th level, your lasso can stop creatures that you stop dead in their tracks. Whenever you successfully grapple a creature with your whip, you can use your bonus action to tighten the whip. A creature with in a tightened whip takes slashing damage equal to twice your fighter level at the start of each of its turns, is grappled and restrained, cannot cast spells that require a somatic component and cannot teleport or switch between planes. If it would attempt to cast a spell with a somatic component, teleport or switch betwen planes, it instead takes additional slashing damage equal to your Strength or Dexterity modifier, whichever one is higher (minimum of 1).

You can hold the tightened whip for up to 1 minute, but you must hold the whip with both hands and can't make any attacks with it. If you do, the whip loosens and the creature becomes free. A creature in a tightened grip can use its action to escape. To do so, it must make a Strength (Athletics) or Dexterity (Acrobatics) check, contested by your Strength (Athletics) check. You have advantage on this check.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Master Bronco

At the 15th level, your training with whips gives you the necessary skills for any scenario. While wielding a whip in one hand and nothing in the other, you gain the following benefits:

• The AC bonus from your Herdman's Lasso increases by 1 (to a total of +2 AC).

• Ranged attacks against you have disadvantage.

• You only need to hold onto your whip with one hand for your Tightened Grip.

• Whenever a creature misses you with a melee weapon attack, you may expend a reaction to make an attack roll against it. On a success, you disarm it of its weapon, bringing it on the ground within 5 feet of you.

Bladed Whip

At the 18th level, your precise technique allows you to leave behind marks that linger and harm your foes. Whenever you damage, grapple or shove a creature with a whip, It takes additional damage equal to your half your fighter level at the start of its next turn and its movement speed is halved until the end of its next turn.

Comments

Posts Quoted:
Reply
Clear All Quotes