*Plus Blinding Strike and Disabling Strike from this list. Not sure the benefits of reach when you can just shoot it from even further away. 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). One D&D Exhaustion Rules: Pros & Cons vs. 5e, How To Run (Murder) Mystery Adventures in D&D. This would give melee rogues an extra 5 ft. to work within melee distance. If the saving throw fails by 5 or more, the target is also stunned until the end of your next turn. 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. How do I convince them to let . Whip Master's special action is slightly less effective for the following reasons. Hey I mean, any excuse I can have to play a battle master is worth it! Taking a look at the whips mechanics we can clearly see that theres a niche carved out for the whip. I am thinking Fighter 2 or 3 / Death Cleric X might be a fun whip user. Or I could build in a limited Defensive Duelist-style parry add your proficiency bonus to your AC but only a number of times equal to your Dex modifier per rest.? I may combine this with Halfling Paladin riding a war dog (love the idea of a tiny dude on a dog with a lance). Didn't think of Hunters Mark, I'll look into that as well. Tools. -Push/Pull/Bind: Succeeds, target must Dex Save or is moved 5/bound until player releases or Dex Vs Dex contest succeeds Champion isnt exactly the most popular Fighter archetype, but I think it would be great, both thematically and in rules synergy, for a Fighter with a few levels of Barbarian. Every class has access to a Feat called Magic Initiate. There are plenty of feats which support different weapon classes based on their properties. You were right the first time that you needed Dual Wielder - the whip is not a light weapon. As-is a whip is basically just a dagger that deals slashing damage and has a 10 ft. reach. ThinkDM has a great article ongrapplingin 5th edition and how the base grappling feat is weak, so with that in mind, I wanted to make sure that the whips grapple wouldnt have the same fate. -Damage: 1D4, Roll of 19 or above (Apply Damage to any action): The aura extends 5 feet from you in every direction, but not through total cover. Use coupon code DungeonSolvers10 for 10% off your order! If you are already proficient with a whip you gain a +2 bonus to your attack rolls with a whip. I think Id edit Polearm Master so that (at least) the extra attack requires wielding the weapon two-handed, and have Spear Master require wielding handed. The best answers are voted up and rise to the top, Not the answer you're looking for? Beastmasters Daughter D&D 5e Module Review. Yes its simple, but its also excruciatingly dull. I am thinking Halfling (because it is my favorite race) Fighter 3 (Battlemaster) for all the trick shots as a base. Secondly, knocking a creature prone can be a risky maneuver since theyll gain some additional defenses against the attacks of your ranged party members. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Though not specified, it seems like the Grab is supposed to take your entire Action. By clicking Accept all cookies, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy. Who wins a Grapple contest if the checks tie? Otherwise, it's competing against Slasher and imo falls a little short. 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). 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. Thorn Whip Cantrip 5E Uses On its face, Thorn Whip is a respectable ranged attack cantrip, doing 1d6 base on a successful melee spell attack roll. Less about the whips being finesse weapons and more about how the character needs to make Str (Athletics) to maintain the grapple. When wielding a rapier or scimitar, you gain the following benefits: *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 these new Battle Master maneuvers. They can use this action to Dash, Attack (one weapon attack only), Hide, and Disengage. *Plus Blinding Attack and Disabling Attack from this list. Hmm I think it is okay. -Disarm: Succeeds, player retrieves item Take a look. It's completely fine and opens up a nich. *Plus Crippling Attack, Showboating Attack and Whirlwind Defence from these new maneuvers. 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. Whips in their current state are an issue even outside of roleplaying everyones favorite vampire-slaying family. +1 to a specific attribute is a pretty standard 'half-feat' and so is fine. 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. Both Monk (Kensei) and Rogue can use it to deliver high damage at reach. 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 . Buy this 5e adventure with an old school flavour for $5.95 on the DMs Guild. Short Blades Master: It makes a dagger specialist a lot more viable. +1 Whip Master Feat (5e) Whip Master Once per turn, one of your attacks with a whip can deal an extra 1d4 damage to a target on a hit. When the Keeper of Tomes is murdered, and his body mutilated, on Deadwinters Eve, all of the Great Readers become suspects in this heinous crime. Spear Master if you check my design notes here, youll see Ive covered this point. Well the wording could use some fixes, but balance-wise it seems fine. Hexadin should be fun, but a straight rogue would also be fun. With practice, I will dual wield whips (with Green flame blade) and dancing rapier. A class without access to other reach weapons now has one that they can rely upon. 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. When I came upon the solution I knew it was right (It was originally once per round, but after a suggestion in the comments section I amended to once per attack action, to fit in with action surge). The text of the feat would read as follows: You have trained extensively with the whip, allowing you to use it both within and outside of combat. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. When using a whip you can make it crack at will. Press question mark to learn the rest of the keyboard shortcuts. And thus, the Whip Master feat gave me my formula for virtually all of the Weapon Master Feats you can now find below. Thrust, parry, riposte, repeat every rapier fight ever! This characters goal is not necessarily to deal damage but to harass their enemies and manipulate the battlefield with a reach weapon. (My rent-paying projects all involve tourism so Ive basically been unemployed since March. Increase your Dexterity score by 1, to a maximum of 20. Special attacks are a bit difficult to translate to D&D 5e, so I opted for it to be a free proc on a natural 20 instead. It would be neat to play around with the disarming attack feature in the whip master feat too. I think there might be room for a feat that makes one-handed fighting a viable option. You gain the following benefits: Does this seem balanced when compared to other feats? Not super important because you can have the attack cantrips from Warlock, but not something to ignore. Simply granting it as a bonus action is fairly strong already, imo. If you take the feat Spell Sniper you can use the melee cantrips with the whip as well. rev2023.3.3.43278. Any thoughts on how I could optimize using a whip? The first benefits are straightforward. Prerequisite: Weapon Focus (whip), base attack bonus +2.. For a better experience, please enable JavaScript in your browser before proceeding. -Trip: Succeeds, target must Dex Save or be Prone You gain a +1 bonus to attack rolls made with whips. And I think I came back with something better. In fact, its probably one of the cooler uses of a whip. Lance when mounted, one handed d8 weapon to taste when dueling single targets on foot, whip when looking for maximum stickiness. Calculating probabilities from d6 dice pool (Degenesis rules for botches and triggers). I LOVE THIS ADVENTURE!. 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. While you are wielding a glaive, halberd, pike, quarterstaff, or spear with both hands, other creatures provoke an opportunity attack from you when they enter your reach with that weapon as long as they dont weild polearms or have the same reach as you. (Booming Blade, Green-Flame Blade). Instead youve got a deadly combo now, by picking both feats! A place to discuss the latest version of Dungeons and Dragons, the fifth edition, known during the playtest as D&D Next. When you score a critical hit with a morningstar, you roll one additional weapon damage die when determining the damage. of movement while imposing therestrained condition on an enemy that they could still hit with a one-handed weapon. The result was 19 new weapon qualities that meant no single weapon was exactly the same. Search by name on the left, click feat name to display on the right. So, now that you understand my thought process, I hope you enjoy these feats. Id be tempted to make it once per attack action (for synergy with Action Surge). Is this homebrew "Acrobatic Grappler" feat balanced? Skill Expert 6. Message PHB: Too situational. In terms of balance, Ive tried pitching all of these as being better than a simple +1 to hit and attack, that an improved attribute would get you (otherwise what would be the point in taking the feat, when +2 Strength/Dex would get you that bonus, as well as one to your saving throws, and related skills etc.? Short of Rust Monsters, nearly nothing in 5e deals damage to your equipment. Design Notes: When my PC fights with a scimitar or a rapier, I want to do three things parry, riposte and disarm! How do I grapple/drag an unconscious ally? -Push/Pull/Bind: Succeeds, target must Dex Save or is moved 10 & be bound until player releases or Dex Vs Dex contest succeeds The hexblade may also be good. Shadow Whip. *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. You regain your expended superiority dice when you finish a short or long rest. I should probably include that. When wielding a whip, you can attempt to grab another creature using your whip. You will be also able to sort the list as you want. I am newbie to DUNGEONS AND DRAGONS, And learning as many stuff i can learn about this sensation. Design Notes: When trying to build an Indiana Jones character for a Tomb of Annihilation campaign, I realised IJ was a rogue and rogues dont have proficiency in whips, hence I had to build that into the feat. Roll vs AC (No Modifiers in off hand Dex Mod in strong hand), Roll of 1: Critical fail -Whip hits player for critical damage and is restrained (Dex Save to break) I am thinking pally for smites or rogue for sneak attack. Yet, so many rogues already use bows or crossbows which gives them even more distance between the enemy compared to a whip. Because specific races and feats grant you proficiency with martial weapons, . Rocking and rolling with Ragnar and Rollo. Look out multiverse. (I certainly would never offer the greatsword it although then again maybe you could grant greatsword finesse with a feat, if you set a Strength minimum of 13 for example). So, the crowd control portion of Whip Master is inferior to the crowd control portion of Sentinel. 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. Would you use them in your game? While in that stance you have advantage on an attack roll with an opportunity attack you make during that turn. The Morningstar feat looks to me like good place for the war pick to me as well. War caster 5e feat in dnd prerequisite: The ability to cast at a Minimum of One spell. (i.e. 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). Additionally, if the target is a Large-sized creature or smaller, it must succeed on a Constitution saving throw or be knocked prone. It pains me to say that the most powerful whip I created was not for anyone in the Castlevania series. I say theoretically because theaction economy does come into play here. I rarely see them used which is a shame for a weapon with so much flavor. -Damage: 2D4. Originally I was worried about a dual-wielder usingReel as a way to gain 5ft. Let's stay in touch! How do Contests and Saving Throws interact? Axe Master the intention was that the critical range extends by 1 (maybe Ill change the jargon, or put something in the design notes to clarify that!). You can skip right ahead to the following feats: Axe Master Bludgeoning Master Fencing Master Flail Master Knife Thrower Morningstar Master Short Blades Master When you say "+1", do you mean that it's a half feat (+1 to Dex I assume)? Hopefully these feats can prove the elegant solution that achieves my goal (and those who share my passion for weapons!) It can be telepathically ordered to do pretty much anything such as lasso a creature. Press J to jump to the feed. 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. Once per turn, one of your attacks with a whip can deal an extra 1d4 damage to a target on a hit. Prerequisite: 5th level As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. This might be overpowered. I dont like the maneuver dice mechanic, but thats my personal preference not an inherent problem with the idea. - ranged "grapple" and then attack? By taking the Charger Feat and casting Haste, a wizard can Dash, use a bonus action to attack, and then take a second action. I wish it worked well with Booming Blade, but natively that only has a reach of 5'. 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). This way you essentially get a +2 weapon with a small, flavorful perk. Alternatively, you can use an action to expend 2 charges to cast the following: protection from poison, shillelagh (transforming the bow into a snake-headed 1 quarterstaff), thorn whip (causing one of the bow's snake heads to lash out). This feat allows a character to choose one level 1 spell from another class. document.getElementById("comment").setAttribute( "id", "af2138018b20af4222c455268f120a12" );document.getElementById("a36d7e5380").setAttribute( "id", "comment" ); Notify me of follow-up comments by email. Mind Sliver TCoE: Intelligence saves tend to be low, so this is easy, reliable damage at range. How about a feat that combines trident and net as the Retiarus seems to be the archtype for trident fighting. Most finesse weapons also lack the properties that some of the more powerful 5e weapons have, such as Reach and Heavy (which meshes well with the Great Weapon Master feat). A +1 modifier seems fair considering how many people or monsters youre able to charm with a fully-chargedSuccubis Toy. A bian, or hard whip, is a ribbed metal rod often used as a training sword. So with that in mind, I wanted to create a whip that could serve as a solid offensive weapon, but have the ability to charm creatures as well. Design Notes: Critics will say the miss by 1 is fiddly, but when youre that close to hitting you always do the maths, so you know. Presumably most rogues will fight with a weapon + whip anyhow, dealing their SA damage with a shortsword most of the time. It embodies training, experience, and abilities beyond what a class provides. Giving rogues the ability to use whips gives the weapon a niche without changing anything mechanically. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. When you make an attack roll with a weapon that deals bludgeoning damage and you miss by 1, you hit instead, dealing half your usual damage. (Skills with Different Abilities variant rule). When you take the Attack action to make a thrown weapon attack with a dagger, you may make an additional thrown dagger attack as part of the same action, drawing a fresh weapon as part of any attack roll. Axe Master: How does the extended critical range combine with the extended critical range from the Champion subclass? I hesitated over giving Whip Masters two superiority dice, but the swinging bonus action is incredibly situational (you could even remove it from the feat, and just improvise such actions), so I think the feat is balanced ok against the other feats, given than whips only do d4 damage and there arent many magic whips out there! 5 wis (ranger) 5 cha (rogue) 5 feat Total of +20 initiative. Roll of 2: Fail -Whip hits random creature within 10, Roll over Target AC Check (Only apply damage if Damage was intended): The closest thing I could think of to these mechanics are theGrapple andShove actions. Rogues are not proficient with whips and would still have to choose to take this talent. This makes it un-desirable for any class that gets Extra Attack. Now theres a bit of mechanical difference between wielding a warhammer, flail or morningstar, plus the Battle Master maneuvers offer a chance to personalise your capabilities further. Also, just to clarify, do you want this to only work when they hit with their attack? As-is a whip is basically just a dagger that deals slashing damage and has a 10 ft. reach. Can the wielder still use the whip to deal damage? Strength based melee attacks is a D&Dism based on Victorian prejudice that medieval weapons were crude and heavy, so Im wouldnt miss the Strength based fighter much That said the Polearm Master + Sentinel combo should be enough to keep Strength based fighter builds alive and well. Illusion cantrip. You don't actually state this, but are they not under the Grappled condition because they can choose move closer to you? Because of this Ghost Riders Chain deals 1d6 bludgeoning damage instead of 1d4 like the rest of the whips. Follow Up: struct sockaddr storage initialization by network format-string, Theoretically Correct vs Practical Notation. I found your article very responsive and easy to understand. Its a weapon for a dexterous front-line character that wants to use a shield but still stay just out of reach of enemies. I havent yet, but its still on the to-do list! -Trip: Succeeds, target must Dex Save or be Prone & be bound until player releases or Dex Vs Dex contest succeeds 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. Some content found on this page may not be suitable for play at your table. Both of these effects will increase your damage by a little bit, and they both improve the bigger the weapon you're using. You favour balance, manoeuvrability and improvisation in combat. Dont miss the latest epic adventure by Hipsters & Dragons! If theyre willing to use a whip instead of any of the other great one-handed weapons theyre not heavily invested in dealing a lot of damage. Ive been thinking that since most combats only last a couple of rounds, and typically parties are able to rest between combats, that two superiority dice makes this feat a bit too strong, and compromises The Battle Master a bit too much. How can we prove that the supernatural or paranormal doesn't exist? Design Notes: More or less the same as Bludgeoning Master, I felt the morningstar needed its own feat, so I gave it a little twist. Use the statistics for a mace. Each foot you swing costs one foot of movement. On a successful check, the creature cannot move away from you. Fencing Master: Is it too much like the Duelist subclass? I decided to give it a +1 to hit aid in its accuracy and 1d4+1 additional slashing damage. The rest is similar to the Bludgeoning Master feat, and so I feel theres a nice balance between the feats which is important. Swashbuckler Thats the one I meant. If a law is new but its interpretation is vague, can the courts directly ask the drafters the intent and official interpretation of their law? Its not a heavy-hitting damage-dealing weapon. You are a dangerous opponent while weilding polearms. With that being said, lets make a feat to give a whip wieldersome tools to provide this type of crowd control using a whip. There are 29 spells in D&D 5e that involve making attacks and have their ranges doubled by the Spell Sniper Feat. No, it was for Nicholas Cage. Lots of great ideas. 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*. When you have advantage on a melee attack roll, and you hit, you can reroll 1s and 2s on your damage dice. Will my Beast Barbarian/Soulknife Rogue be viable in a 1-20 campaign? Linguistic DnD 5E feat . Im thinking about adding the Reach property to this feat now that you suggest it! as theres nothing in RAW to stop players taking two short rests in a row (no doubt this is what led to those weird healing rules, I dont like much!). In the Castlevania series,Vampire Killer, is an artifact of the Belmont Clan and has been passed down many generations to slay Dracula wherever and whenever he pops up. But thats all I can say for now. 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). The result is, I think, a really cool feat (you can find it below), that offers plenty of flexibility in combat situations, which still falls within the power balance of a 5e feat. Can you please clarify? The problem is that its a niche weaponwithout a niche. Yet, there is still plenty of design space to support specific combat styles by tying feat (ure)s to weapon properties. When a Stalker Vigilante reaches level 2, he or she can select Whip of Vengeance as his or her Vigilante talent, and Whip Mastery is a bonus feat that can be obtained without meeting any of its prerequisites. A feat that was used as a prerequisite for another feat or ability cannot be removed unless a rule says it is . That was the intention. Menu. When you score a critical hit with a flail, if the target is a Large-sized creature or smaller, it must succeed on a Constitution saving throw, or be knocked prone. Both weapons keep their identity and usefulness in a rogues arsenal. The saving throw DC equals 8 + your proficiency bonus + your Strength modifier. Indeed, the idea of this post actually came to me when I was trying to devise a Whip Master feat for an Indiana Jones style explorer I wanted to be able to disarm, trip and distract with my whip which naturally led me to the Martial Adept feat, and its access to the aforementioned manoeuvres. But since the whip is pretty weak on its own, Id say it is balanced. Charger 8. However, it's actually a bit worse than a dagger since you can throw one 20/60 ft. I was really pleased with my creation, but the response so far has been underwhelming. You may want to discuss in greater detail that the ASI does not really synergize well with what the player wants to do. Your weapon reach extends to 10 feet, and other creatures provoke an opportunity attack from you when they enter that reach. 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. Those are strength based maneuvers. 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. 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.
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