Whip Expert Feat

You master using a whip, gaining the following benefits:

Prerequisite: 4th level  
  • Ability Score Increase. Increase your Strength, Dexterity or Constitution ability score by 1, to a maximum of 20.
  • Expert Handling. Whips gain the Light property for you and you can use a whip to extend your reach for certain object interactions, such as opening and closing doors, picking up objects, or similar simple interactions.
  • You gain the Whip Tricks special attacks (below).
  Whip Tricks - Active Ability (Attack)   You master the manipulation of a whip to allow a level of extreme control over its use. When you make a weapon attack with a whip, you can replace the attack with a trick, forcing the enemy to make a Dexterity saving throw. If the target fails its saving throw, you can perform any of the following tricks against it:  
  • Sudden Yank. You wrap the whip around a Medium or smaller target, and yank them 5 feet towards you.
  • Tangle Weapon. You tangle one weapon the target is wielding, giving them disadvantage on attacks with that weapon until the start of your next turn, or until they miss an attack. You cannot make attacks with the whip used to make the attack until they free the weapon.
  • Whip Trip. You tangle a Large or smaller creature’s feet, causing them to fall prone.
Source: KCLL, page 189
Active Martial Feat Save DC:
  • Any time an active martial feat requires a saving throw, the DC is 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus.


Cover image: by Yaroslav Golubev

Comments

Please Login in order to comment!