Barbarian
Base Class: Barbarian

Some creatures do not find joy in the taking of lives, some seek a method of protection that steams from a background of Shepherding or perhaps they seek the drawing of blood without break from their victims. Shepherds, Torturers, Masochists, Sadists, Hunters, Farmers, Acrobatics a great many may chose to pick up a whip over a sword. The whip master learns to use a whip to control to battlefield. To protect their allies or cripple their enemies.

This is a class around providing support to your party as opposed to dealing damage yourself

Whip Maker

When you chose this path you pick up how to maintain whips and other Leather supplies. Add "Leatherworking Tools" to your list of Proficiencies. Additionally you gain Advantage on Animal Handling check and can use the stat [STR or DEX] in place of wisdom for it's rolls

You are able to extend your own whip by implementing materials into the lash. Different materials may have different effect and different dc [consult with your DM]

You are able you use Rope, Vine or Chain cut to proper length as a whip in place of a leather one. Rope and Vine deal flat 1d4.  Chain deals 2d4 + STR mod but can only be used during rage. You are able to use longer lengths of them as you gain the ability to use longer whips.

Whip Apprentice

  • Your experience with a whip bears fruit and you start to pick up how to use longer whips and move them in an intricate manner.
    • You can make use of a Whip Maneuver Charge in place of a reaction. Allowing you to take multiple reaction in one turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. You can still use these maneuvers with raging
    • You can wield whips with increased range. Increasing by 5ft, to a total of 15 feet.
    • When you hit a creature with you attack In place of damage or other weapon effect, you can inflict one of the following Whip Maneuvers. DC: 8 + proficiency bonus + Strength or Dexterity modifier
      • Disarm: Pull the weapon out of a Creature's hands 
        • At level 6 When you successfully disarm an opponent you rather than returning it to yourself you can slash another creature within your range. Dropping it after you hit. While the whip is holding a weapon, it can not preform any other Whip Maneuvers.
        • At level 12 you can freely move the object around your radius and make attack rolls with it adding its damage to the lashing of the whip. While the whip is holding a weapon, it can not perform any other Whip Maneuvers.
      • Trip: Knock a Creature Prone [ Creatures with more than 2 legs have advantage] [ Strength or Dexterity save, creature's choice]
        • At level 12 you can trip larger creatures onto adjacent creatures [size of creature radius in one direction] forcing them to make the saving throw or take 1d6 * [1 + # of size categories larger] 
      • Feint: Inflict advantage on the next attack made on a Creature by an allied creature [Wisdom save]
      • Crack: When you hit a spellcaster that is concentrating within your range, they must roll their next concentration check at disadvantage
        • At level 12, any caster concentrating within 10ft of the whip's crack's also have to make their next saving throw at disadvantage as the whip snaps with a thunderous boom and it can be heard from 100ft away

Whip Journeyman

Beginning at 6th level, you increase the range of your whip by another 5ft, to a total of 20ft. When wielding a whip or whip-like weapon you gain +1 AC
When you land an attack with a whip or whip-like weapon you gain 5ft of additional movement until start of your next turn.

You gain access to the following Whip Maneuvers: DC: 8 + proficiency bonus + Strength or Dexterity modifier 
Fling: You can grab an object or creature one or more size categories below you [that your character could reasonably lift]  and fling it with your whip. It travel D20 * (ATHLETICS or DEX modifier+ [size categories larger * 2]) if the creature is unwilling it can make saving throw against the whip maneuver DC.

Whip Mastery

  • Beginning at 10th level, you further expand your understanding of treating the ship like an appendage. Learning to grapple and misdirect the enemy.
  • The range of your whip extends for the final time by 5ft to a total of 25ft.
  • The number of Whip Maneuver Charges you have increases by your Dexterity modifier
  • When you land an attack with a whip or whip-like weapon you gain 5ft of additional movement, to a total of 10ft, and the enemy you hit has disadvantage on attack rolls against you until start of your next turn.

  • You gain access to the following Whip Maneuvers: DC: 8 + proficiency bonus + Strength or Dexterity modifier 
    • Reposition: In place of damage you can force a creature to make the whip DC or be moved to a location within your reach before dropping them.
    • Kraken's Den: If an allied creature within your range is subject to a melee or ranged weapon attack you can snap at the swing imposing disadvantage to the hit,  as a reaction. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Serpent's Lash

  • You swing your whip near perfectly, like the tail of a great serpent, slithering and snapping around the battlefield. You can extend your whip's reach to 30ft.
  • Serpent's Lash
    • At 14th Level, when you land a Whip Maneuver, you can target a second creature or object adjacent to the target to also be targeted by the same Whip Maneuver and make the save. These are consider special actions. DC: 8 + proficiency bonus + Strength or Dexterity modifier 
      • When you move a character with Reposition,  their movement provokes an attack of opportunity from creatures allied to you..
      • When you trip an enemy with your whip, they provoke an attack of opportunity from creatures allied to you.
  • Greater Serpent's Lash
    • At level 18 Whenever you hit an enemy with a Whip maneuver you can also target a third creature within 5ft of the target with the same maneuver. They each make a saving throw. DC: 8 + proficiency bonus + Strength or Dexterity modifier 
    • Your attacks with whips now add 1d8 force damage.

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