Cap'n Kobold
Hero
I don't think that reach interacts with Sentinel very effectively. (Unless its been errataed or something.) Most of the abilities require a foe "within 5 feet", not "within your reach".I think what you're referring to is moving within 10', doing something like a Sneak Attack or a Divine Smite, and then moving away without ever provoking an AoO. (Although there are other builds that can do the same thing.) So, yeah, I can see that reach has some powerful uses...although letting characters use whips in their offhand doesn't actually make any of those tricks more powerful. Or am I missing something?
Can you explain this one to me? How does reach interact with Sentinel that's amazing?
Just to correct something that some of the things that you have said earlier implied:As I wrote in my reply to Yunru I can see that, but it's already a finesse weapon so I'm not suggesting a change there, and I'm not suggesting that Rogues get whip proficiency by default, and whether they wield it in their main-hand or off-hand doesn't actually change the utility of that trick. (Well, actually, it would be slightly less useful in their off-hand because they lose the damage bonus.)
You lose your ability bonus to damage for attacks that you make using the bonus action granted by two-weapon fighting. Not for attacks made with an "off"-hand. (There is no such thing as an off-hand in 5e.)
So if you're holding a Rapier in one hand and a whip in the other, you can make an attack with the whip at range one round, with full damage, then the next round if the enemy moves closer you can make an attack with the rapier instead, also with full damage. If you have Extra Attacks, you could even make an attack with the rapier with one attack, and an attack with the whip with the other, both with full damage bonus.