Tail Whip (5e Feat)
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Tail Whip
Prerequisites: You must have a tail
Rather than a liability behind your back, you’ve learned to turn your tail into weapon.
- Gain proficiency with Whips and Slings.
- As an action, you can attack all enemies within 5ft with your tail. They must make a Dexterity saving throw with a DC equal to your Dexterity ability score + your proficiency bonus. Any that fail the saving throw take 1d8 + your Strength modifier Bludgeoning damage. If your size or smaller, they are also knocked prone.
- You may use the Tail Whip action as a bonus action, but all enemies get advantage on the Dexterity saving throw.
- If you use Tail Whip as an action and bonus action during the same turn, make a Constitution saving throw. If you fail, you knock yourself prone.
- Tail Whip cannot be used while you are incapacitated, grappled, prone, or restrained.
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