), without ever outperforming the Polearm Master feat, which is probably the most powerful combat feat out there and the top level of what a feat should do. They dont need extra bonuses to their maneuverability withcunning action. At certain levels, your class gives you the Ability Score Improvement feature. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. But I thought it would be easier to just give the option to use Acrobatics. Didn't think of Hunters Mark, I'll look into that as well. Press question mark to learn the rest of the keyboard shortcuts. Any thoughts on how I could optimize using a whip? I mean, its canon, I couldnt resist. How about a feat that combines trident and net as the Retiarus seems to be the archtype for trident fighting. Swashbucklers, youre welcome! Lucky 4. I think it's a big improvemnt. My idea is to create a feat that allows the user to use the whip to control the enemy utilizing their whips reach. -Disarm: Succeeds, item drops at Targets feet Today's Unearthed Arcana presents a selection of new feats for Dungeons & Dragons. 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. A die is expended when you use it. Can you maintain a grapple you are no longer capable of initiating? This feat will also allow you to make use of your bonus action by attacking with a second hand crossbow, if you feel so inclined. Sentinel Conclusions Top 10 Fighter Feats for 5E Before you start collecting feats, a Fighter should get to 20 Strength or Dexterity. You also cannot attack a creature that is grappling you when you weild a polearm with the Heavy, Reach and Two-handed properties against creatures within 5ft of you. You were a real god of the schoolyard if you had one of these babies back in Middle School. Joining the 50,000 gamers that read Hipsters & Dragons each month is as easy as looting a kobold's corpse. Disarming Attack? Also, just to clarify, do you want this to only work when they hit with their attack? . The text of the feat would read as follows: Whip Master You have trained extensively with the whip, allowing you to use it both within and outside of combat. Both Monk (Kensei) and Rogue can use it to deliver high damage at reach. How do I grapple/drag an unconscious ally? But with that being said, the same classes withextra attack that would benefit from using the whip over throwing daggers also have access to way better weapons. As-is theyre just daggers that havereach. You're already writing out the mechanic. It wasn't the intention. Disarm / Push / Pull / Bind / Damage must be stated. Calculating probabilities from d6 dice pool (Degenesis rules for botches and triggers). Character Vault. When wielding a whip, you can attempt to grab another creature using your whip. Simple Weapons Martial Weapons Ammunition Setting Specific Weapons Dragonlance Source: Dragonlance: Shadow of the Dragon Queen Weapon Properties I am newbie to DUNGEONS AND DRAGONS, And learning as many stuff i can learn about this sensation. I LOVE THIS ADVENTURE!. The closest thing I could think of to these mechanics are theGrapple andShove actions. The saving throw DC equals 8 + your proficiency bonus + your Strength modifier. Dungeon Solvers . -Push/Pull/Bind: Succeeds, target must Dex Save or is moved 5/bound until player releases or Dex Vs Dex contest succeeds Mage Hand PHB: Take the Telekinetic feat instead. So, do you like these? And sometime in 2020 Im going to be publishing a sequel to Dragon Heist that I think is going to blow your mind! 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. Are there other ways I could really bring this character idea to life? d4 with Piercer adds 0.5 damage, d6 adds 0.75 damage, d12 adds 1.5 damage, etc). A +1 modifier seems fair considering how many people or monsters youre able to charm with a fully-chargedSuccubis Toy. Giving rogues the ability to use whips gives the weapon a niche without changing anything mechanically. . 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. Some content found on this page may not be suitable for play at your table. A feat makes it a) optional, b) an investment and c) makes a characterbetter at something theyre already doing. The target may choose to fail this check. This makes it un-desirable for any class that gets Extra Attack. But I think DMs can make a call about whether this extended range would include those extras. It would be neat to play around with the disarming attack feature in the whip master feat too. You have advantage on attack rolls against a creature you are grappling, as well as against creatures that are grappling you. 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. While you are wielding a whip, other creatures within your whip reach provoke an opportunity attack from you when they stand up from prone. All 3 of these points are basically the justification for any feat in 5e. Tags: Damage Control Combat Basic Rules Id be tempted to make it once per attack action (for synergy with Action Surge). With that being said, lets make a feat to give a whip wieldersome tools to provide this type of crowd control using a whip. The feats extra attack nicely represents real world techniques which require wielding the weapon in two hands. Prerequisite: 5th level As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. 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*. Hey I mean, any excuse I can have to play a battle master is worth it! A list of the finesse weapons in 5e: Dagger; Dart; Rapier; Scimitar; Shortsword; Whip; For characters with martial weapon proficiencies, here's some weapon choice tips to . Name Ability Prerequisite. Hey Duncan! A plus 1 is very meh, but clearly a shield is still useful so a +2 is too strong. This allows closing and lateral movement and imparts no other restrictions on the creature's actions. Is this homebrew Whip Specialist Fighting Style balanced? The books magic weapon generator makes it easy to roll up 10,000s more buy for just $7.95 on the DMs Guild. What other Feats would Spell Sniper pair best with? Create an account to follow your favorite communities and start taking part in conversations. Search by name on the left, click feat name to display on the right. But overall if you give the Dex based fighter longswords and greatswords to play with, then arent you waving goodbye to the Strength based fighter? Originally I was worried about a dual-wielder usingReel as a way to gain 5ft. I still don't think it would be on the power level of GWM or polearm master, but it would be viable by default and good with the feat instead of bad without and only viable with the feat. When you score a critical hit with a weapon that deals bludgeoning damage, if the target is a Large-sized creature or smaller, it must succeed on a Constitution saving throw or be knocked prone. Whip Grabbed opponents can still move around, so long as they don't get any farther from you. Today. New weapon properties are not for everyone, it seems! Feats should be more generic than having so many options, although it isnt bad of course. If so, it seems pretty solid. Acid Arrow (2nd), Range: 90 feet: 4d4 + 2d4 acid damage (with guaranteed damage even on miss) is great to be able to apply from range and past cover. Ghost Riders Chain is a magical whip that bends to the will ofGhost Rider. Ive combined the two into one feat, but not wanting to throw Defensive Duellist on the scrap heap, Ive brewed in an integration of DD that really gets this feat combo purring with more frequent ripostes. Who will be brave enough to disarm this labyrinth, unravel the Orders secrets, and confront the potentially deranged archmage? Immediately after you take the Attack action and attack with a whip, you can use your bonus action to trip or pull your target. 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. 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! 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. I havent yet, but its still on the to-do list! communities including Stack Overflow, the largest, most trusted online community for developers learn, share their knowledge, and build their careers. Once per turn, one of your attacks with a whip can deal an extra 1d4 damage to a target on a hit. Thanks for the comment. You learn two maneuvers of the Battle Master archetype from the following list, which you can perform with a whip: Disarming Attack, Distracting Strike, Lunging Attack, Sweeping Attack, Trip Attack and Brace (UA)*. Those are strength based maneuvers. By clicking Accept all cookies, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy. Thorn Whip 5E is exclusively a Druid spell, so all Druids have the ability to cast it, as well as anybody who has access to their spell list through the feat Magic Initiate. I think there might be room for a feat that makes one-handed fighting a viable option. But since the whip is pretty weak on its own, Id say it is balanced. You gain the following benefits: When you use a whip, its damage die changes from a d4 to a d6 (this benefit has no effect if another feature has already improved the weapon's die). If this were a feat for say, a greatsword, it might be a bit overtuned. I believe the blow gun, darts, and sling benefit from Sharpshooter and so arguably dont need their own feat. They can still be good for DEX Fighters, though, and you can use them with the Defensive Duelist feat, as well as Elven Accuracy. Components: V, S, M (area of dim light or darkness). Of course you dont get sneak attacks (unless you multiclass) but it provides some really great utility. You cant quite beat the sentinel and polearm build with this, but its fun, powerful, and adds more control and finally makes whips a worth while consideration. The failure of my new weapon properties to excite the D&D masses left with me a problem, as I still want my weapon choice to mean something it drives me a little crazy that wielding a mace in Dungeons & Dragons is almost identical to wielding a quarterstaff, shortsword, scimitar or spear. Grab 120 new magic weapons at least one for each weapon type in the Players Handbook. im actually playing a dullahan arcane trickster rouge in a game and harassing the battle field with a whip and spells is a pretty big theme of their kit so our next lv up im definitionally gonna toss this at our dm. How would it combine with that subclass and the Defensive Duelist feat? Right, but they also need Dex to make the grab happen in the first place, Good points. I felt that in order to compete with a +2 Dexterity score increase, there was still room for a superiority die in the feat. Rogues are not proficient with whips and would still have to choose to take this talent. 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*. Leaves 8 levels open for spells (bless gives a +1d4) and perhaps an paladin aura aswell? I rarely see them used which is a shame for a weapon with so much flavor. I had been considering a whip using bugbear who was a lion tamer in a circus and retooling a shield to loo like a wooden chair! Now then, the rules for dual wielding in 5e are pretty straight forward. 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.

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