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<blockquote data-quote="Elon Tusk" data-source="post: 7247067" data-attributes="member: 6875235"><p>Here is some background and thoughts.</p><p></p><p>I used the 2016 UA: Feats (Weapon Master Feats) as a model. </p><p>So here's the one WotC created:</p><p></p><p><a href="https://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf" target="_blank">Fell Handed</a></p><p><a href="https://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf" target="_blank">You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:</a></p><p><a href="https://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf" target="_blank">• You gain a +1 bonus to attack rolls you make with the weapon.</a></p><p><a href="https://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf" target="_blank">• Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.</a></p><p><a href="https://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf" target="_blank">• Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.</a></p><p><a href="https://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf" target="_blank">• If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.</a></p><p></p><p>Instead of giving a bonus to attack, I thought increasing an underpowered 1d4 damage to 1d6.</p><p></p><p>I thought the knocking prone would be similar to Fell Handed; I also didn't want the save DC to be static so used the attacker's attack roll.</p><p></p><p>I'm not sure how a whip would shove or why I'd want to change it to that; that doesn't seem to fit the zeitgeist of a whip master.</p><p>Allowing Dexterity for only the initial Grapple I didn't think was too much, and it seemed fitting since it is a finesse weapon.</p><p>Adding that the whip can't attack while it is grappling is a good idea and that you can escape by damaging the whip.</p><p></p><p>The 2 points under the statement that the whip extends your grasp are meant to explain what that means: grappling and as a grappling hook.</p></blockquote><p></p>
[QUOTE="Elon Tusk, post: 7247067, member: 6875235"] Here is some background and thoughts. I used the 2016 UA: Feats (Weapon Master Feats) as a model. So here's the one WotC created: [URL="https://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf"]Fell Handed You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them: • You gain a +1 bonus to attack rolls you make with the weapon. • Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. • Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit. • If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.[/URL] Instead of giving a bonus to attack, I thought increasing an underpowered 1d4 damage to 1d6. I thought the knocking prone would be similar to Fell Handed; I also didn't want the save DC to be static so used the attacker's attack roll. I'm not sure how a whip would shove or why I'd want to change it to that; that doesn't seem to fit the zeitgeist of a whip master. Allowing Dexterity for only the initial Grapple I didn't think was too much, and it seemed fitting since it is a finesse weapon. Adding that the whip can't attack while it is grappling is a good idea and that you can escape by damaging the whip. The 2 points under the statement that the whip extends your grasp are meant to explain what that means: grappling and as a grappling hook. [/QUOTE]
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