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5E: Whips?
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<blockquote data-quote="Chuck Johnson" data-source="post: 7238337" data-attributes="member: 6890782"><p>Coming late to the party on this discussion, but wanted to throw out what I just came up with for a Whip Master feat to support one of my players getting ready to start the Tomb of Annihilation campaign and using the Archaeologist background for his Rogue/Fighter character (yes, he is trying to make Indiana Jones).</p><p></p><p>Whip Master</p><p>Must be proficient with Whips in order to take this feat. If you take this feat, and you are a rogue, you may apply your Expertise to this in lieu of a skill or thieves' tools.</p><p>When attacking a humanoid (bi-pedal) enemy with a whip, instead of doing a damage based attack you may choose to attempt one of these three attack options (must declare before the attack)</p><p>• Trip - On a successful hit the target makes a Dexterity save (DC10 + your proficiency). On a fail, they are knocked prone. A critical hit causes the target's save to be made with disadvantage.</p><p>• Lasso - On a successful hit the target is Restrained. In order to free themselves they must make a Strength(Athletics) or Dexterity(Acrobatics) check (DC10 + your proficiency) on their turn. The exception to the Restrained movement limitation is that they target can move towards you with no penalty. Your whip cannot be used for any other attacks while the restraint is being maintained.</p><p>• Choke - You must apply a -5 modifier to your attack roll. On a successful hit, the whip encircles the target's neck, cutting off airflow and preventing the target from breathing. In order to break the choke, the target must make a Strength(Athletics) check (DC10 + your proficiency). If the attack is a critical hit, blood flow to the brain is restricted, and the target will fall unconscious on their 2nd turn after the attack unless they free themselves. Your whip cannot be used for any other attacks while the choke is being maintained.</p><p>If any of these attacks are successful against a spell caster maintaining a concentration spell, they must make a DC10 concentration check to maintain concentration.</p></blockquote><p></p>
[QUOTE="Chuck Johnson, post: 7238337, member: 6890782"] Coming late to the party on this discussion, but wanted to throw out what I just came up with for a Whip Master feat to support one of my players getting ready to start the Tomb of Annihilation campaign and using the Archaeologist background for his Rogue/Fighter character (yes, he is trying to make Indiana Jones). Whip Master Must be proficient with Whips in order to take this feat. If you take this feat, and you are a rogue, you may apply your Expertise to this in lieu of a skill or thieves' tools. When attacking a humanoid (bi-pedal) enemy with a whip, instead of doing a damage based attack you may choose to attempt one of these three attack options (must declare before the attack) • Trip - On a successful hit the target makes a Dexterity save (DC10 + your proficiency). On a fail, they are knocked prone. A critical hit causes the target's save to be made with disadvantage. • Lasso - On a successful hit the target is Restrained. In order to free themselves they must make a Strength(Athletics) or Dexterity(Acrobatics) check (DC10 + your proficiency) on their turn. The exception to the Restrained movement limitation is that they target can move towards you with no penalty. Your whip cannot be used for any other attacks while the restraint is being maintained. • Choke - You must apply a -5 modifier to your attack roll. On a successful hit, the whip encircles the target's neck, cutting off airflow and preventing the target from breathing. In order to break the choke, the target must make a Strength(Athletics) check (DC10 + your proficiency). If the attack is a critical hit, blood flow to the brain is restricted, and the target will fall unconscious on their 2nd turn after the attack unless they free themselves. Your whip cannot be used for any other attacks while the choke is being maintained. If any of these attacks are successful against a spell caster maintaining a concentration spell, they must make a DC10 concentration check to maintain concentration. [/QUOTE]
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