Whip Master

by Michato

Search GM Binder Visit User Profile

Feat: Whip Master

You learned how to flow through battle with grace, using your unique weapon for both combat and support. You gain the following benefits:

  • After taking the attack action with a whip on your turn, you can use your bonus action to make one melee attack with a whip. This attack uses the same ability modifier as the primary attack.
  • When using a whip, you can also use it to use the Grapple or Shove special melee attacks. This requires a Grapple or Shove check that work as described in the Melee Attacks section of the rules, with two major changes:
  • (1) While grappling, you may not use the grappling whip to attack a target not grappled by it.
  • (2) your shove may also pull the target 5ft closer to you.
  • Lastly, your use of your whip comes as a second nature to you. You may use your whip as an elongated appendage to perform actions that do not require fine motor skills. This includes both object interactions, such as grabbing a sword or pulling a bag towards you, and ability checks, such as an acrobatics roll to grab a nearby support beam to swing from.

New Weapons

Name Damage Weight
(lb.)
Properties Cost
Bullwhip 1d4 Slashing 4 Finesse, Special 20 GP
Qilinbian 1d6 Slashing 8 Finesse, Reach 40 GP
Stockwhip 1d4 Slashing 3 Finesse, Reach,
Special
30 GP

Weapon Descriptions

 

Bullwhip. A sturdy, longer version of a regular whip, which is more easily used by whip fighters in various situations that require reach. It also produces a very distinct, loud sound when snapped.
Special - This whip has a reach of 20 ft.

Qilinbian. Also called "Unicorn Whip", this weapon is made from steel rods decreasing in size linked by progressively smaller steel rings, enabling the user to inflict far graver damage to the enemy with quick, devastating blows.

Stockwhip. Invented by cattle farmers to control their herd, this weapon is known for it's ability to produce a startling noise that draws attention.
Special - Instead of attacking, the user can attempt to crack with the whip. Every creature who can hear in a 15ft radius of the user that is concentrating on a spell must attempt a DC 10 Constitution saving throw DC. On failure, they lose concentration.

Credits

Feat and Weapons by u/Michato and u/TranscendDental

art

Box Art for Castlevania Season 1 DVD

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.