Whips, Revised

by astrarche

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Whips, Revised

By @genasilesbians

Because honestly, we've all seen Castlevania or recognize how disappointing whips are in D&D. The following are a few variants of common whips, an optional game rule regarding whips, and some magic whips.

Basic Whips

Bullwhip

Finesse, Reach+, (15 gp)

More favorable to adventurers and rogues, the Bullwhip is a larger, longer, leather whip with more weight and power.

On a hit, you deal 1d6 bludgeoning damage. In addition, your reach is not 10 ft, but 15 ft. If you are using the Whip Grappling rule, those grappled by a bullwhip do not gain advantage on their checks to break free.

Cat O' Nine Tails

Finesse, (15 gp)

A Cat O' Nine Tails is a multi-tailed whip, that sacrifices range for brutality.

On a hit, you deal 1d4 bludgeoning damage as well as 1d4 slashing damage.

Chain Whip

Finesse, Reach, Versatile (25 gp)

A deceptively powerful variant of the whip weapon. With a metal chain and heavy blunt point, this weapon has far more bulk than its leather counterparts, without sacrificing its versatility.

On a hit, this weapon deals 1d6 bludgeoning damage. By using this weapon with two hands, you can increase your accuracy and power. You deal 2d4 damage.

Spike-Tipped Whip

Finesse, Reach (20 gp)

A modification to the basic whip. Although not as hefty as the Chain Whip, still more savage than it's predecessor as well as highly customizable.

On a hit, you deal 1d4 bludgeoning damage as well as an additional 1d4 piercing.

Although it is not completely common, some that wield Spike-Tipped Whips switch out their tips for those with magic properties.

Magical Whips

Arcane Whip Tips

One of the most common modifications to Spike-Tipped Whips are arcane tips, which let the player make modifications to their whip. Instead of dealing 1d4 of piercing, they deal 1d4 of the chosen damage type.

In combat, you may use your action to switch your whip tip to a tip that possesses a different damage type so long as it's in your position.

Optional Rule: Whip Grappling

Instead of making an attack roll, when using any variant of whip, you may use your action to attempt to grapple the opponent.

If you successfully grapple your target, they have advantage on breaking free from the grapple until you further secure them, with magic or with your body.

Rarity Damage Type(s) Price
Common Piercing 10 gp
Uncommon Cold, Fire, Poison 50 gp
Rare Acid, Lightning, Thunder 100 gp
Very Rare Necrotic, Radiant 200 gp
Legendary Force, Psychic 400 gp

Hallowed Dawn

Chain Whip, Legendary

A blessed Chain Whip made to fight monsters and hordes of undead. Inspired by Trevor Belmont's Morning Star Whip.

Hallowed Dawn is considered a Silvered weapon. You gain a +3 to attack and damage rolls with it and deal an additional 1d6 radiant damage on your attacks.

Once per long rest, you may cast Dawn with a DC of 16.
If you are a spellcaster, you may use your own Spell DC.

Spectral Whip

Whip, Very Rare

The Spectral Whip appears just to be a handle for a weapon. When it's Command Word is spoken, the handle whooshes, energy coalescing into a whip.

With the Spectral Whip, you gain a +1 to your attack and damage rolls. In addition, on a hit, you deal 1d10 force damage. You cannot grapple with the Spectral Whip.


Thundercrack

Bullwhip, Uncommon

A magical bullwhip with three charges. By expending one charge, you may cast the Thunderwave spell. The amount of charges you use equates to the spell level. Thus, if you use all three charges, you may cast Thunderwave at 3rd level.

You regain all charges after a long rest.

Art Credits

"Trevor Belmont", Netflix Official Art.
"Lash of the Whip" by Dan Scott.