Fighter
Base Class: Fighter

The whip master is a fighter who specializes in using only a whip.

Extra Length

Starting when you choose this archetype at 3rd level, you gain a bond with any whip you hold allowing you to make your whip grow longer whenever you strike. You gain extra reach with any whip you use by 5ft for every 3rd level in fighter. In addition, you can't be disarmed of any whip you hold.

Whip Worker

Upon choosing this archetype at 3rd level, You gain proficiency with Leatherworker's Tools and can use them to craft whips at half cost, and repair whips.

Adept Whipper

When you choose this archetype at 3rd level, you learn to perform powerful whip tricks to disable or damage your opponents using your whips.

Whip Tricks. You learn one of the whip tricks which are detailed under “Whip Tricks” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You learn an additional whip trick at 7th, 10th, 15th, and 18th levels.

Saving Throws. Some of your whip tricks require your targets to make a saving throw to resist the whip trick’s effects. The saving throw DC is calculated as follows:

   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier or Strength modifier.

Combat Reflexes

When you reach 7th level,

Make an additional attack of opportunity.

You may also make attacks of opportunity while prone.

Cleave

Upon reaching 10th level, If you deal a creature enough damage to make it drop,  you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.

Zip Line

Starting at 15th level, You can use your move action to grapple something with your whip and quickly pull yourself closer to it.The object your whip latches onto must weight more than twice your weight.On an attempt where the object isn't twice as much you instead hurl the object at yourself. You have to make of reflex save or take a 1d6 points of damage for every 10ft it has traveled past the first 10ft. If you attempt this with a creature it can make a strength saving throw to resist being pulled. On an attempt where you don't pull the object as part of your move action to bring yourself adjacent to what you latched onto.

Vicious Intent

At 18th level, your whip attacks score a critical hit on a roll of 19-20.

Threatened Space

Upon reaching 18th level, foes provoke attacks of opportunity by moving 5ft within the range of your whip. Unless they take the disengage action.

Whip Tricks

These whip tricks are presented in alphabetical order.

Disarming Strike

When you make a whip attack against a creature to attempt to slap an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Feigning Strike

When you make a firearm attack against a creature, you can attempt to trick them to do extra damage. On a hit, the creature takes damage and you must succeed on a Slieght of Hand check again the opponent's Perception check. Success allows you to deal an extra 1d4 points of damage to the target. 

Sundering Strike

When you make a whip attack against a creature, you can attempt to strike through an opponent and 1 object they're carrying. On a hit you roll damage normally and then roll to beat the item's hardness on a hit you roll damage against that item..

Tripping Strike

When you make a firearm attack against a creature, you can attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Zatched Strike

When you make a whip attack against a creature. On a hit, the creature takes damage and must make a STR saving throw or be grappled. On the start of each of it's turns it gets to make a new saving throw to break out of the hold your whip has on them. Your whip breaks if it isn't magical.

Previous Versions

Name Date Modified Views Adds Version Actions
11/22/2018 11:44:18 PM
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