I have seen a few whip feats, but none quite did what several players who were asking to play Indiana Jones-type characters for ToA wanted so I made this one.
Lasher
You master the whip as both a weapon and a tool. You gain the following benefits when using it:
· In your hands, a whip does 1d6 instead of 1d4 slashing damage.
· You can choose before attacking to try to knock a creature prone instead of doing damage. A large or smaller creature’s Strength saving throw must beat your whip attack roll or it is knocked prone.
· You can use your whip to extend your grasp.
- You can attempt to grapple a creature within your whip’s reach. You can use your Dexterity (acrobatics) or Strength (athletics). If successful, the creature is grappled except their movement is only restricted in moving more than 10 feet from you. It can try to escape the grapple in the normal manner.
- You can also use your whip as a short grappling hook to grasp onto an object within its reach in order to hold yourself to it, climb toward it, or pull it toward you.
Lasher
You master the whip as both a weapon and a tool. You gain the following benefits when using it:
· In your hands, a whip does 1d6 instead of 1d4 slashing damage.
· You can choose before attacking to try to knock a creature prone instead of doing damage. A large or smaller creature’s Strength saving throw must beat your whip attack roll or it is knocked prone.
· You can use your whip to extend your grasp.
- You can attempt to grapple a creature within your whip’s reach. You can use your Dexterity (acrobatics) or Strength (athletics). If successful, the creature is grappled except their movement is only restricted in moving more than 10 feet from you. It can try to escape the grapple in the normal manner.
- You can also use your whip as a short grappling hook to grasp onto an object within its reach in order to hold yourself to it, climb toward it, or pull it toward you.