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5E: Whips?
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<blockquote data-quote="Sir Brennen" data-source="post: 6508878" data-attributes="member: 553"><p>I still say that you'd need a feat if you mean it provides capital-A "Advantage" - having advantage on Disarm, Grapple, "Trip" (Shove attack to knock prone) attacks mean those are the things you do with the whip all the time, with Advantage. Using the whip to damage a foe would become secondary in that case, as the character gets a massive boost in rolling successfully in a number of other non-trivial attack actions pretty much every time they attack. Which would be fine if they had to invest in a feat to get that.</p><p></p><p>I mean, a shield is useful in the way you mean for shoving, but I wouldn't give someone advantage just because they have a shield. There's a feat for that (isn't there? I don't have my PHB with me).</p><p></p><p>Definitely, I'd allow a whip-wielder who's "merely" proficient with a whip be able to make attack rolls to wrap object, like to swing across a pit or grab a key ring on the other side of iron bars. They can also attempt to Disarm and "Trip" with a normal attack roll, but not not with advantage, and perhaps not targets in adjacent squares (i.e., within 5' - the whip needs room to uncoil). Grappling is, again, tricky enough that I'd leave it for a feat.</p><p></p><p>This is just a quick write-up, but if I wanted a feat for a whip in my game (and with this thread, I'm thinking I might), it would be something like this:</p><p></p><p style="margin-left: 20px"><em>Prerequisite: Proficiency with whip</em></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You gain mastery in using whips, like a raider of a lost tomb. You gain the following benefits:</p> <p style="margin-left: 20px"></p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">You gain advantage on attacks made with a whip to disarm or knock a target prone (by using the Shove attack action), and also on attempts to wrap the end of the whip around an inanimate objects.</li> <li data-xf-list-type="ul">You can initiate a grapple using the whip with an normal attack roll contested by the target's Dex (Athletics) check. Once grappled, the target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check against a target number of 10 + your Proficiency bonus + your Strength or Dex bonus.</li> <li data-xf-list-type="ul">As a bonus action, you can snap the whip in the air and try to intimidate creature's of animal intelligence (2 to 4) within the whip's reach plus 5'. Make a Charisma (Intimidation) check opposed by the creature's Wisdom check. On a success the creature is Frightened until your next turn.</li> </ul></blockquote><p></p>
[QUOTE="Sir Brennen, post: 6508878, member: 553"] I still say that you'd need a feat if you mean it provides capital-A "Advantage" - having advantage on Disarm, Grapple, "Trip" (Shove attack to knock prone) attacks mean those are the things you do with the whip all the time, with Advantage. Using the whip to damage a foe would become secondary in that case, as the character gets a massive boost in rolling successfully in a number of other non-trivial attack actions pretty much every time they attack. Which would be fine if they had to invest in a feat to get that. I mean, a shield is useful in the way you mean for shoving, but I wouldn't give someone advantage just because they have a shield. There's a feat for that (isn't there? I don't have my PHB with me). Definitely, I'd allow a whip-wielder who's "merely" proficient with a whip be able to make attack rolls to wrap object, like to swing across a pit or grab a key ring on the other side of iron bars. They can also attempt to Disarm and "Trip" with a normal attack roll, but not not with advantage, and perhaps not targets in adjacent squares (i.e., within 5' - the whip needs room to uncoil). Grappling is, again, tricky enough that I'd leave it for a feat. This is just a quick write-up, but if I wanted a feat for a whip in my game (and with this thread, I'm thinking I might), it would be something like this: [INDENT][I]Prerequisite: Proficiency with whip[/I] You gain mastery in using whips, like a raider of a lost tomb. You gain the following benefits: [LIST] [*]You gain advantage on attacks made with a whip to disarm or knock a target prone (by using the Shove attack action), and also on attempts to wrap the end of the whip around an inanimate objects. [*]You can initiate a grapple using the whip with an normal attack roll contested by the target's Dex (Athletics) check. Once grappled, the target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check against a target number of 10 + your Proficiency bonus + your Strength or Dex bonus. [*]As a bonus action, you can snap the whip in the air and try to intimidate creature's of animal intelligence (2 to 4) within the whip's reach plus 5'. Make a Charisma (Intimidation) check opposed by the creature's Wisdom check. On a success the creature is Frightened until your next turn. [/LIST][/INDENT] [/QUOTE]
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