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5E: Whips?
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<blockquote data-quote="Astrosicebear" data-source="post: 6508951" data-attributes="member: 67017"><p>[MENTION=553]Sir Brennen[/MENTION], I think this falls into the same category as 3.5/PFRPG... it just attempts to make the whip useful.</p><p></p><p>I would like it to be useful out of the gate, while a feat would make it pretty darn useful (ala 5e's polearm master etc.) ANY training with a weapon would train to the basic level... since a whip's primary allure is these things, it would be the focus of basic training. Otherwise it would be like saying training with a longsword never focused on stabbing, only slashing.</p><p></p><p></p><p></p><p>(This is assuming the whip is a "useful" weapon--<em>Anywhere the weapon( in this case whip) could be used to assist the player, whether in disarming, grappling, climbing, juggling, whatever situation arises, it grants the player advantage, if the DM approves of using the weapon in this way</em>.)</p><p></p><p></p><p><strong>Whip Master</strong></p><p><em>Prerequisite: Profiency with whip</em></p><p></p><p>You are a master of the whip and its varied uses. Your skill with the lash is unmatched.</p><p></p><p>While wielding a whip you gain the following benefits:</p><p></p><ul> <li data-xf-list-type="ul">Your damage with a whip increases to 1d6.</li> <li data-xf-list-type="ul">You now may attempt to trip/disarm foes up to 1 size categories larger than you with advantage.</li> <li data-xf-list-type="ul">If a suitable structure is available to assist, you may use your whip as part of your movement to hurdle obstacles or leap pits, or quickly ascend walls. Treat any ability check roll of less than 10 as an 11 for this purpose.</li> <li data-xf-list-type="ul">On your turn, as a bonus action, you may attempt to disarm or trip a foe within your reach.</li> <li data-xf-list-type="ul">You may, as a reaction, once per short rest use your whip to deflect an incoming ranged attack (missile weapon, thrown, or spell, as long as the ammunition is smaller than your size).</li> <li data-xf-list-type="ul"> You gain one of the following abilities usable once per long rest. Each lasts a number of rounds equal to your level. You may take this feat multiple times choosing a different option each time. <br /> <br /> - Razor's Edge - You critical hit on a natural roll of 19 and 20. Roll an extra 1d6 damage for every 6 character levels.<br /> <br /> - Snapping Bones - Targets hit by your whip must succeed on a Constitution Saving Throw (DC 10 + proficiency bonus) or be stunned for 1 round in addition to taking normal damage.<br /> <br /> - Impossible Reach - You do not suffer any disadvantage for using your whip on adjacent foes. Your reach with a whip extends 5ft.</li> </ul></blockquote><p></p>
[QUOTE="Astrosicebear, post: 6508951, member: 67017"] [MENTION=553]Sir Brennen[/MENTION], I think this falls into the same category as 3.5/PFRPG... it just attempts to make the whip useful. I would like it to be useful out of the gate, while a feat would make it pretty darn useful (ala 5e's polearm master etc.) ANY training with a weapon would train to the basic level... since a whip's primary allure is these things, it would be the focus of basic training. Otherwise it would be like saying training with a longsword never focused on stabbing, only slashing. (This is assuming the whip is a "useful" weapon--[I]Anywhere the weapon( in this case whip) could be used to assist the player, whether in disarming, grappling, climbing, juggling, whatever situation arises, it grants the player advantage, if the DM approves of using the weapon in this way[/I].) [B]Whip Master[/B] [I]Prerequisite: Profiency with whip[/I] You are a master of the whip and its varied uses. Your skill with the lash is unmatched. While wielding a whip you gain the following benefits: [LIST] [*]Your damage with a whip increases to 1d6. [*]You now may attempt to trip/disarm foes up to 1 size categories larger than you with advantage. [*]If a suitable structure is available to assist, you may use your whip as part of your movement to hurdle obstacles or leap pits, or quickly ascend walls. Treat any ability check roll of less than 10 as an 11 for this purpose. [*]On your turn, as a bonus action, you may attempt to disarm or trip a foe within your reach. [*]You may, as a reaction, once per short rest use your whip to deflect an incoming ranged attack (missile weapon, thrown, or spell, as long as the ammunition is smaller than your size). [*] You gain one of the following abilities usable once per long rest. Each lasts a number of rounds equal to your level. You may take this feat multiple times choosing a different option each time. - Razor's Edge - You critical hit on a natural roll of 19 and 20. Roll an extra 1d6 damage for every 6 character levels. - Snapping Bones - Targets hit by your whip must succeed on a Constitution Saving Throw (DC 10 + proficiency bonus) or be stunned for 1 round in addition to taking normal damage. - Impossible Reach - You do not suffer any disadvantage for using your whip on adjacent foes. Your reach with a whip extends 5ft. [/LIST] [/QUOTE]
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