Whip, Hyrulean (5e Equipment)

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Campaign Setting: Hyrule
World of Hyrule
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Hyrule
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Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
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Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: scamp, sellsword, shaman, shifter, slayer, stalker, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
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Tables for random generation of dungeons, encounters, treasure, etc.

Whip

Martial Melee Weapons
Weapon Cost Damage Weight Properties
Whip 100 rupees 1d4 slashing 3 lb. Finesse, reach, special

A typical whip of Hyrulean make is a rope-like weapon comprised of an elastic rubbery material. One end comprises a solid handle. From this handle a rubbery rope slowly narrows to the opposite end, which usually ends in a sharp point. An attack with this whip involves a forceful string which causes the elastic portion to stretch out and lash a target with the sharp tip.

Special: Distant Shoving. If you are proficient with this weapon and wielding it, you can attempt to shove a creature within a reach of 10 feet. When shoving a creature in this way, you can only pull the creature 5 feet towards you or attempt to knock it prone.

Special: Grappling. While wielding this weapon, you can grapple a creature using an attack from this weapon instead of a free hand. When you do so, you can maintain the grapple as long as you are within 10 feet of the creature you are grappling.

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