Whip Master (5e Subclass)
Whip Master[edit]
Fighter Subclass
- Ensnaring Lash
At 3rd level, when you take the Attack action and make an attack with a Whip, you can use a Bonus Action to perform one of the following actions. Some of your Whip Master features require a saving throw, that is calculated as follows: (DC 8 + your proficiency bonus + your Dexterity modifier).
- Trip. You force a Large or smaller creature to make a Dexterity saving throw or knock it prone.
- Disarm. You can try to disarm a creature, forcing the target to succeed on a Dexterity saving throw to avoid it.
- Grasp. You can force a creature Large or smaller to make a Strength saving throw, or that creature's movement speed is reduced to 0 until the end of its next turn. The creature can use an Action to retry the saving throw on its own turn.
- Whiplash
Starting at 3rd level, you can deliver grave wounds with your whip strikes. You have a pool of dice, called Lashing Dice, equal to your proficiency bonus. A Lashing Dice is a d8. When you make an attack with a whip, you can roll a die from the pool and add it to either the attack or damage roll. You can forgo the additional damage from this feature to attempt one of the Ensnaring Lash abilities without using an Action, as part of the attack.
You regain your Lashing Dice whenever you finish a short or a long rest. You also recover 1 die when you roll a 20 on an attack with a Whip, and when you reduce a creature to 0 hit points on an attack modified by the Lashing Die.
- Third Hand
At 7th level, you can use a whip as an extension of your arm. With your whip in hand, you can:
- You can interact with objects within the whip reach, enabling you to take all of the actions described in the "Interacting with Objects Around You";
- You can add your proficiency bonus on Dexterity Saving Throws to avoid falling damage or to avoid being unwillingly moved, provided that you have something, within reach, to wrap your whip or rope on;
- If you wrap your whip or rope onto a surface within reach, you gain advantage in your Strength (Athletics) Checks to Jump or Climb.
- Skin Flayer
Also at 7th level, whenever you make a whip attack modified by your Lashing Die, that whip is considered magical for the purposes of overcoming resistances and immunities to non-magical damage.
- Stunning Snap
At 10th level, you can use a whip to stun a creature. Once per turn when you hit a creature with an attack modified by your Lashing Die, you can attempt a stunning snap. A foe struck by this attack must make a Constitution saving throw against your lashing save DC. in addition to receiving normal damage. If the saving throw fails, the opponent is stunned until the end of your next turn.
- Deadly Crack
At 15th level, whenever you Stun a creature with your Whip, you can make an attack against that creature (no Action required). This attack causes additional damage equal to your Lashing Die (without spending it).
- Death Spiral
At 18th level, you gain a transcendental mastery over your whip. You can spin your whip over your head with supernatural speed.
All hostile creatures within a 15-foot radius must succeed on a Dexterity saving throw. Creatures who fail are stunned for 1 minute. Stunned opponents must make a successful Constitution saving throw or also become unconscious for the same duration. A creature affected by this feature can make another Constitution save at the end of each turn to end the effect. You regain 1 Lashing Die for each creature stunned by this feature.
Once you use this feature, you can't do it again until you finish a long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses