Weapon
Common
Mastery Archetype: Whip
Mods
Grip
Head
Maneuvers
Carry the Momentum - Once per turn, if you miss the target with an attack, you can bring the whip back around and make another attempt at an Attack for 1d6 AP I Slashing damage.
Handle Strike - If a target is within 5 feet of you and you have no weapon in your offhand, you may make an attack with the handle, dealing 1d6 AP I Bludgeoning damage.
Special Maneuvers
Disarming Strike - After making a successful attack, you can spend a Bonus Action to attempt to force a weapon out of the target's hands. The target must succeed on a Dexterity saving throw against a DC equal to 8 + Your Proficiency Bonus + Your chosen Ability Modifier or be disarmed, with the weapon relocated to a point of your choosing within 10 feet of the target. You may use this maneuver once per Short or Long rest.
Frightening Crack - If a target is within 15 feet of you and can hear you, you may make a cracking sound with the whip as a Bonus Action. The chosen target must make a Wisdom saving throw against a DC equal to 8 + Your Proficiency Bonus + Your chosen Ability Modifier or be Frightened until the start of your next turn. You may use this maneuver once per Short or Long rest.
Rounding Strikes - As an Action, make a number of attacks equal to either your Dexterity or Strength modifier, each dealing 1d6 AP I Bludgeoning damage. If two or more attacks succeed, the target is knocked prone and you have advantage on any remaining attacks with this maneuver. You may use this maneuver once per Short or Long rest.
Properties
Armor Piercing II
Finesse
Light
Reach
Special Properties
Blinding Pain - The first successful attack made with this weapon causes a target to lose 1 Evasion until the start of the user's next turn. This effect does not stack.
Hemhorraging - Targets struck by this weapon's slashing attacks must make a Constitution saving throw against a DC equal to 8 + Proficiency Bonus + Your Strength or Dexterity Modifier or take 1d6 Bleed damage.
Staggering
Utility Grab - This weapon can be used to grab onto objects up to 10 feet away and manipulate them, if they're a lever, a switch, or some other loose object, or swing from solid objects attached to the terrain or structures, such as a horizontal pole or a tree limb.
Weight: 3
Handling: 1-handed
A weapon that has an incredibly high skill ceiling and floor, the whip is no slouch when it comes to controlling a fight, though that's where most of its strength lies. Individual hits with this weapon do not inflict deep wounds but can cause psychological damage to an opponent, creating pressure and openings where normally there wouldn't be any.
| Type |
Damage |
Damage |
Range |
| Martial Melee |
1d6 |
Slashing |
Melee, Reach of 10ft. |
Weight: 3lbs