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### Whip Master You have practiced extensively with the whip as a weapon of battle, gaining the following benefits: * You gain proficiency in whips, if you do not already. * You learn four Whip Cracks of your choice (see column 2). * Once you perform two Whip Cracks, be they two different or two of the same Whip Crack, you must finish a short or long rest before you can perform Whip Cracks again. * If a whip crack requires a saving throw the DC is as follows: **Whip Maneuver Save DC** =
8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)
**Art Credit** Indiana Jones and The Last Crusade, Lucasfilms Ltd.
\columnbreak ### Whip Cracks (Crack That Whip!) #### Plucking Whip Crack (yoink) ___ When you hit a creature with a whip attack, you may use your bonus action to attempt disarm the target, pulling one item of your choice the creature is holding, that weighs less than 10 pounds, towards you. The target must make a Strength saving throw. On a failed save, the object you chose is pulled 10 feet towards you and lands at your feet. If a creature succeeds the save, the creature is immune to Plucking Whip Crack for the next hour. #### Flinging Whip Crack (yeet) When you hit an object, that weighs less than 10 pounds, with a whip attack, you may forgo the usual damage of the whuip to flinging that object up to 20 feet in any direction. If the object would collide with a creature or another object, make a ranged weapon attack with the flung object. On a hit, deal 1d6 bludgeoning damage to both the flung object and the target of the attack. #### Pulling Whip Crack (get over here) When you hit a creature or object with a whip attack, you may use your bonus action to attempt to pull the target towards you. **Creature.** If the target is a Large or smaller creature, it must make a Strength saving throw. On a failed save, you pull the creature up to 10 feet towards you. If you move the creature to within 5 feet of you, you may use your reaction to make a melee attack against the creature with the butt of the whip. This attack uses the same ability modifier as the primary attack. The weapon's damage die for attack is 1d4, and it deals bludgeoning damage. **Object.** If the target is an object that weighs up to 500 pounds, you pull the object up to 10 feet towards you. #### Leaping Whip Crack (swing away) As part of a Long Jump or High Jump, you may use your bonus action to attempt a whip attack on an object within 20 feet of you at the end of the jump. On a hit, if the object can reasonably support your weight and catch the whip's end, you may make a second jump, either a Long Jump or High Jump, at the end of your original jump. These jumps are made as if you moved at least 10 feet on foot immediately before the jump. #### Tripping Whip Crack (get down) When you hit a creature with a whip attack, you can use your bonus action to attempt to knock the target down. If the target is Large or smaller creature, it must make a Strength saving throw. On a failed save, you knock the target prone. #### Menacing Whip Crack (loud) Use your action to loudly crack your whip to attempt to frighten nearby creatures. Creatures of your choice within 30 feet of you must must make a Wisdom saving throw. On a failed save, a creature is frightened of you until the end of your next turn. The whip crack can be heard from up to 150 feet away.