5e whip feat

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If there was some way to make stuff like Booming Blade and the Swashbuckler's rakish audacity work with them, I'd be all about it. Even my own gaming table didnt seem particularly interested in the fact their weapons were now more interesting. How would it combine with that subclass and the Defensive Duelist feat? I really want whips to be viable. Because grappling is done with the Attack action, you can't grapple as an Opportunity Attack. I may well come and finish the job over time. -Push/Pull/Bind: Succeeds, target must Dex Save or is moved 5/bound until player releases or Dex Vs Dex contest succeeds Charm Monster is a bit more powerful, so I gave it a cost of 3 charges to keep it in line with similar items that value a 4th level spell at 3 charges. Using indicator constraint with two variables. Mage Hand PHB: Take the Telekinetic feat instead. Look out multiverse. (i.e. Most of the entries in the NAME column of the output from lsof +D /tmp do not begin with /tmp. This way you essentially get a +2 weapon with a small, flavorful perk. That goes double for any new whips since Im sure I missed out on creating a few iconic ones. Charm Person is only a 1st level spell so I felt that a single charge per cast was fair. Is this homebrew Way of the Force monk subclass balanced compared to the official monk subclasses? I had designed a pole weapon rule and the polearm master feat completely different as I find it more realistic and viable to the game and the feat also more of a representative of its name. Youve got Indiana Jones, Catwoman, and most importantly, Nicholas Cage as Ghost Rider. - ranged "grapple" and then attack? Using these links and purchasing something through them gives Dungeon Solvers a small kickback which is used to reinvest in the site and its content. At certain levels, your class gives you the Ability Score Improvement feature. You learn two maneuvers of the Battle Master archetype from the following list, which you can perform with a dagger or shortsword: Disarming Attack, Distracting Strike, Evasive Footwork, Feinting Attack, Precision Attack and Riposte*. Which should be the dominant model here. If you take the feat Spell Sniper you can use the melee cantrips with the whip as well. Whips are fun, flavorful, and iconic weapons. Resilient 5. I was really pleased with my creation, but the response so far has been underwhelming. Create an account to follow your favorite communities and start taking part in conversations. Every weapon is classified as either melee or ranged. I was hesitant to include greatsword in this feat, as the arguably overpowered Great Weapon Master feat already exists, but since I included greataxe in my Axe Master feat, and the maul in the Bludgeoning Master feat I figured it was only fair. Design Notes: Theres a bit of confusion over the spear in the official rules for me. I felt that in order to compete with a +2 Dexterity score increase, there was still room for a superiority die in the feat. Allegedly there is no measurement of its maximum length, but I figured a 30 ft. range was more than fair for D&D 5e, mechanically speaking. When you have advantage on a melee attack roll, and you hit, you can reroll 1s and 2s on your damage dice. Hopefully these feats can prove the elegant solution that achieves my goal (and those who share my passion for weapons!) Both Monk (Kensei) and Rogue can use it to deliver high damage at reach. I love the murder mystery set up here the roleplaying notes for all the NPCs are very well handled I LOVE the Flying Iron Owlbear and the Avowed and library generators are superb. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. If you have any balance suggestions please feel free to share them! Grapple 2. Who will be brave enough to disarm this labyrinth, unravel the Orders secrets, and confront the potentially deranged archmage? This makes me want to play Trevor. You gain the following benefits: When you weild a polearm such as a glaive, halberd, quarterstaff, or spear and you hit a creature that tries to enter your reach with an opportunity attack, it takes 1d4 extra piercing damage from the weapon and its movement speed is halved until the start of that creatures next turn, potentially losing its attack(s). I think this is a reasonable ability to have, but because it confers a mechanical advantage, I want to make this a feat. Aside from the fact that no one Ive played with, or watched online even, has ever played a Champion (they seem like a good class for newbie, beer and pretzels player, but otherwise they are rather dull! When using a whip you can make it crack at will. Simply granting it as a bonus action is fairly strong already, imo. not reliant on rolling a 19 or 20 etc.). It lasts until you're incapacitated or you dismiss it as a bonus action. Originally it was left out of the Polearm Master feat, and then it was included by virtue of an Errata update of the Players Handbook However there should clearly be the stipulation that the spear needs to be wielded two-handed in order to benefit from the bonus action attack of the feat unless were to imagine that spear wielders in D&D now twirl their weapons like theyre in a marching band. (Booming Blade, Green-Flame Blade). How can I explain to my manager that a project he wishes to undertake cannot be performed by the team? If I were to give this feat a tiny lift, I would impose disadvantage on the saving throw against the effects of Menacing Attack made by a Morningstar Master. How about conjuring up some Weapon Mastery Feats to fill in all the gaps left behind by Great Weapon Master, Polearm Master, Sharp Shooter etc. by Wizards of the Coast. So, now that you understand my thought process, I hope you enjoy these feats. You get a +1 bump to either your Constitution or Wisdom ability score. -Disarm: Succeeds, item equal distant between player and target Anyhow I have actually playtested this rule a lot, as it was a property I gave to all bludgeoning weapons in my Dragon Heist campaign, and it worked really well. Because specific races and feats grant you proficiency with martial weapons, . The Morningstar feat looks to me like good place for the war pick to me as well. If a maneuver requires your target to make a saving throw to resist the maneuvers effects, the saving throw DC equals 8 + your proficiency bonus + your Strength modifier. Search by name on the left, click feat name to display on the right. The whip is a finesse (Dexterity-based) weapon, while grappling is normally a Strength (Athletics) based attack. Short of Rust Monsters, nearly nothing in 5e deals damage to your equipment. Secondly, knocking a creature prone can be a risky maneuver since theyll gain some additional defenses against the attacks of your ranged party members. A class without access to other reach weapons now has one that they can rely upon. Another class I would suggest using is the Battle master since their maneuver abilities provide most of and more of the abilities listed in your feat. Your feat suggestion is the closest I have come to making that idea viable I think. Can you please clarify? Take a look. That was the intention. The Warlock has a summonable pet Succubus that used a whip in battle and could charm enemies to incapacitate them. You either gain a +2 bonus to range attack rolls, or you learn two maneuvers of the Battle Master archetype from the following list, which you can perform with a javelin or spear: Distracting Strike, Feinting Attack, Lunging Attack, Pushing Attack, Riposte and Trip Attack*. Comment* After that I am not sure. Its a pulp fantasy mini-setting and adventure in one, with gritty combats and great intrigue. To do so, make a Dexterity check to which you can add your proficiency bonus if you are proficient with whips contested by the other creature's Strength (Athletics) or Dexterity (Acrobatics) check. One of the biggest issues is that a rogue would be great with a whip but they cant use one since they lack proficiency with whips. I had considered that, but with Whips being a finesse weapon, it seemed like enough of a bonus to be worthwhile. One of my players wants the ability to grapple other creatures at range when using a whip (think Indiana Jones wrapping his whip around things). You've practiced casting spells amid combat, learning techniques that grant you the following advantages: You have an edge on Constitution saving throws that you make to keep your concentration on a spell once you take damage. Be a Bugbear for even more fun with reach (though doesn't apply to AoOs, sadly). Stacking hexblade (cha to damage), thirsty blade (+cha with your hex weapon), oathbreaker paladin's aura of hatred (+cha to weapon), and dueling fighting style (+2 to damage)can make any weapon pretty fierce +17 flat damage is nothing to sneeze at, especially if you start eldritch or divine smiting on top of that. I am thinking pally for smites or rogue for sneak attack. But thats less fun! *Plus Blinding Strike, Combination Attack, Crippling Attack, Defensive Stance, Disabling Strike, Preemptive Strike (Handaxe only), Showboating Attack and Whirlwind Defense (Battleaxe and Greataxe only) if you want to include my homebrew manoeuvres in your game. Thorn Whip 5E is a cantrip, so it can be cast at first level by a spellcaster that has access to Druid spells. Shadow Whip. If a maneuver requires your target to make a saving throw to resist the maneuvers effects, the saving throw DC equals 8 + your proficiency bonus + your Strength modifier. This feat allows a character to choose one level 1 spell from another class. While in that stance you have advantage on an attack roll with an opportunity attack you make during that turn. Unfortunately, I havent had a chance to playtest the feat or the items just yet. Dec 12, 2018 - Whips in D&D 5e are pretty abysmal. Any thoughts on how I could optimize using a whip? If you enjoyed what you read be sure to check out my ongoing review for all of the official D&D 5e books! I also found whips work great with attacks of opportunity since they have extra reach, and the dual wielder feat can be pretty nice with them as well. What if we gave this character a way to become more of a crowd control role? On a successful check, the creature cannot move away from you. Id be interested to know your feedback and anything youve done or tried related to weapons in 5th edition please pipe up in the comments section below! In 2020, Hipsters & Dragons was featured in the mainstream UK media, talking about D&D. Connect and share knowledge within a single location that is structured and easy to search. Oh I just had a great idea. (My rent-paying projects all involve tourism so Ive basically been unemployed since March. The Barbarians Reckless Attack gives advantage on attack rolls, while Champion gives an extended critical range, combined the result should be a lot of criticals. Going to be joining a game in a couple of days and liked the idea of playing a Halfling that uses a whip. Too much time using cacti as punching bags has given you a great appreciation for the pain pointy plants can deal, so you've learned to channel your own power in such a way as to create prickly sprouts. Prerequisite: 5th level As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. While I have a different philosophy, I totally understand people who prefer things official and simple, and so I went back to the drawing board. Powered by WordPress & Theme by Anders Norn. -Trip: Succeeds, target must Dex Save or be Prone Daggers also are able to become thrown weapons in a pinch. But since the whip is pretty weak on its own, Id say it is balanced. Seriously, his handaxes would have a higher range and deal more damage. The Defensive Duelist feat allows you to one of those things, and the Martial Adept feat allows you to do the other two, but only once per short rest. -Push/Pull/Bind: Succeeds, target must Dex Save or is moved 5/bound until player releases or Dex Vs Dex contest succeeds You learn two maneuvers of the Battle Master archetype from the following list, which you can perform in conjunction with a thrown dagger attack: Disarming Attack, Distracting Attack and Precision Attack*. If a maneuver requires your target to make a saving throw to resist the maneuvers effects, the saving throw DC equals 8 + your proficiency bonus + your Strength modifier or Dexterity modifier (your choice). And I think I came back with something better. *Plus Acrobatic Attack, Acrobatic Defense, Blinding Strike, Combination Attack, Crippling Attack, Defensive Feint, Defensive Stance, Disabling Strike, Preemptive Strike, Showboating Attack, and Whirlwind Defense, if you want to include my homebrew manoeuvres. In this post I fix that using homebrew! The books magic weapon generator makes it easy to roll up 10,000s more buy for just $7.95 on the DMs Guild. Whip Mastery Prerequisite: proficiency with whips You have mastered the use of whips as deadly weapons through hours of practice. Thanks for taking the time to feedback on these! Mending PHB: Too situational. The result was 19 new weapon qualities that meant no single weapon was exactly the same. Yet, there is still plenty of design space to support specific combat styles by tying feat (ure)s to weapon properties. I've revised the feat to allow the grab as a bonus action on a successful attack (though left the question the same so answers remain valid), We've added a "Necessary cookies only" option to the cookie consent popup. You can skip right ahead to the following feats: Or, if you have a couple of minutes spare, you can read about the process that led me there. You can find the feats in the PDF below. Character Vault. That being said, youll need to use an action, a bonus action, and make 2 successful Strength (Athletics) checks to pull it off. Rocking and rolling with Ragnar and Rollo. When you wield a javelin or spear, you gain the following benefits: *Plus Acrobatic Defense, Blinding Strike, Crippling Attack, Defensive Feint, Defensive Stance, Disabling Strike and Preemptive Strike from these maneuvers. If we think about what a weapon master can do in combat with their chosen tool, then we start to think about the tricks and stunts already covered by the Battle Master archetypes maneuvers. Unearthed Arcana + Homebrew), The Harder They Fall: Revising Falling Damage for 5e, Snap up this epic adventure on the DMs Guild. Prerequisite: Weapon Focus (whip), base attack bonus +2.. Between bashing out new Battle Master maneuvers and fine tuning all of the above feats, not to mention playing in two campaigns and DMing a third, Ive been spending a crazy about of time thinking about, playing and creating stuff around Dungeons & Dragons recently. How about a feat that combines trident and net as the Retiarus seems to be the archtype for trident fighting. Whip Whip Type: Martial Melee Weapon Cost: 2 gp Weight: 3 lbs Proficiency with a whip allows you to add your proficiency bonus to the attack roll for any attack you make with it. Id lump the war pick in with the warhammer historically most warhammers comnbined a flat bludgeoning face and a vicious spike. When you have advantage on an attack roll, or you move at least 20 feet in a straight line before making your attack, and you hit, then you roll an additional die, equal to the weapons usual damage die, when determining the attacks damage. You don't actually state this, but are they not under the Grappled condition because they can choose move closer to you? If you have no levels in monk, your ki points will . This 300-page epic also works as a sequel to Waterdeep: Dragon Heist. I do also believe that weapon properties should play a larger role in D&D, and that anyone should be able to benefit from a polearms length hence the long property I made here: https://www.hipstersanddragons.com/new-weapon-properties-5e-dnd/. All 3 of these points are basically the justification for any feat in 5e. Hey I mean, any excuse I can have to play a battle master is worth it! On its turn, it can make a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check to try to escape. This characters goal is not necessarily to deal damage but to harass their enemies and manipulate the battlefield with a reach weapon. How do I convince them to let . I suspect some will see it as overpowered, but Im not inclined to worry too much about game balance. Benefit: You no longer provoke attacks of opportunity when attacking with a whip. If the likes of Hypnotic Pattern or Banishment (to name two of my pet peeves) were not in the official rules, and you as an outsider tried to insert them, youd be torn apart for your poor grasp of the 5th edition design principles and inability to balance new mechanics. Use the statistics for a mace. It embodies training, experience, and abilities beyond what a class provides. The main problem with whips (beyond the low damage die) is that they don't get to benefit from the Polearm Master feat like other reach weapons, which then chains into the Sentinel feat combo. The best answers are voted up and rise to the top, Not the answer you're looking for? This would give melee rogues an extra 5 ft. to work within melee distance. Design Notes: Obviously this is a doubled up version of Martial Adept, with the justification that its limited to only two weapons and you cant choose every single maneuver available (plus Martial Adept is not that good, so we can afford to take a liberty here!). Once the creature has been grabbed, you can move in a direction opposite it and drag it with you at half your speed unless it is two or more sizes smaller. Tags: Damage Control Combat Basic Rules Each foot you swing costs one foot of movement. It gives them a reliable way to get a reaction attack which they can do sneak attack damage with. Not sure what I confused it with. @jgn A campaign where one of my players wants to use a whip all the time. Better than absorbing damage is preventing it all together. forcing a strength saving through on a successful attack to potentially disarm your opponent in the same way you trip or grapple. How Does the Chef Feat Work in 5e? Feats are little add ons that add curated complexity to a narrow niche within the game, and we can usually trust the player with the feat to deal with them, meaning the rules burden for the rest of the gaming table is very light indeed. Hi, I'm Duncan. You're already writing out the mechanic. If a maneuver requires your target to make a saving throw to resist the maneuvers effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). While I primarily had rogues in mind for the feat, a monk can replace the daggers paltry d4 with their Martial Arts die bringing this back to a ninja-style shuriken master! The aura extends 5 feet from you in every direction, but not through total cover. Besides DEX paladins andDEX fighters withDueling fighting style, rogues wouldn't be hindered by the small damage die either, but you'd have to pick up proficiency through multiclassing or feats. Kensei monks can also use them effectively, though there's not much of a reason for them to prefer whips over other weapons at low levels. A tentacle of semi-solid shadow lashes out at a target within range. One of the most iconic whips from my gaming experience is the Abyssal Whip from Runescape. Maybe I'm missing something, but it felt redundant. I think there might be room for a feat that makes one-handed fighting a viable option. Why does Mister Mxyzptlk need to have a weakness in the comics? When you score a critical hit with a morningstar, you roll one additional weapon damage die when determining the damage. Hi guys, Ive recently crafted 9 new weapon feats for 5e D&D, to fill in the gaps left by Crossbow Expert, Defensive Duellist, Great Weapon Master, Polearm Master and Sharp Shooter. Simple Weapons Martial Weapons Ammunition Setting Specific Weapons Dragonlance Source: Dragonlance: Shadow of the Dragon Queen Weapon Properties When you use the Attack action to attack with a one-handed weapon, and you are holding nothing in your other hand, you may use a bonus action to either make an additional melee weapon attack, or to make an attack with your free hand (either unarmed strike or grapple attack). Open daily 9 a.m.to 6 p.m.Monday and Thursday evenings 8 to 10.: Music on saturday Afternocns.ADMISSION, 25c.Annual Meeting.The Annual Meeting of the Shamrock Amateur Athletic Aszociution will be held in the : Young !.L.and B.Association Hall, O'Con- \u2018nell Street, on Monday, March 28th, 1904, at 815 pam.to receive Directors\u2019 report . It is a "special melee attack" which means that it's done in melee (so you can't grapple from 30 feet away), and since it's an attack it interacts with other rules that care about attacks, such as the Barbarian's Rage and the Invisibility spell. Every class has access to a Feat called Magic Initiate. I cannot recommend this HIGHLY enough. Buy this 5e adventure with an old school flavour for $5.95 on the DMs Guild. Spear Master if you check my design notes here, youll see Ive covered this point. Compendium. My idea is to create a feat that allows the user to use the whip to control the enemy utilizing their whips reach. dndbeyond.com forum tags Roll of 2: Fail -Whip hits random creature within 10, Roll over Target AC Check (Only apply damage if Damage was intended): Feat synergy question regarding polearm master, Vengeance Paladin with PAM, Spear & Shield, & Elven Accuracy, Eladrin Fey Wanderer/Warlock (Hexblade or Archfey) build advice, Ignore/Block Essentials, Paid Registrations by.

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