Otherwise, I think it's a cool idea. Skill Expert 6. Dont miss Faerns action-packed sporting extravaganza in the bowels of Mount Waterdeep where the booze and the blood flow in equal measure! As a shortcut to calculate the expected damage increase from Piercer, divide the die size by 8 (i.e. How about a feat that combines trident and net as the Retiarus seems to be the archtype for trident fighting. Rogues are not proficient with whips and would still have to choose to take this talent. So a dagger theoretically deals the same damage, also has the finesse property, and has a longer range than the whip. Character Vault. bugbear Gloom Stalker ranger with duelist as the weapon style. Anyway, I'm already working on a new version that doesn't use the word "shove" and instead works with the idea of a Special Attack, just like the text about "Shoving a Creature" and "Grappling" do . -Trip: Succeeds, target must Dex Save or be Prone Search by name on the left, click feat name to display on the right. Whips in their current state are an issue even outside of roleplaying everyones favorite vampire-slaying family. Sign up to get e-mail updates for new articles on Dungeon Solvers using the form below! Lucky 4. 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. I think the easiest way to reflect that is via an extended critical range especially as who doesnt love an extended critical range? In the right hands, this could be a lethal and unexpected combination. Bored of daggers of venom, flame tongues and vicious blades? Simply granting it as a bonus action is fairly strong already, imo. UPDATE. Many thanks to the Wuhan Food Market Sanitation & Standards Office for these fun, financially crippling times!). -Push/Pull/Bind: Succeeds, target must Dex Save or is moved 10 & be bound until player releases or Dex Vs Dex contest succeeds I was really pleased with my creation, but the response so far has been underwhelming. Hilariously though, youd be better off wielding a dagger since it has a 20 ft. thrown range compared to the whips 10 ft. reach. The saving throw DC equals 8 + your proficiency bonus + your Strength modifier. Pretty straight-forward. Presumably most rogues will fight with a weapon + whip anyhow, dealing their SA damage with a shortsword most of the time. The whip extends your OA range which makes you a better defender. If the saving throw fails by 5 or more, the target is also stunned until the end of your next turn. Feats should be more generic than having so many options, although it isnt bad of course. Taking a look at the whips mechanics we can clearly see that theres a niche carved out for the whip. (Booming Blade, Green-Flame Blade). I do also believe that weapon properties should play a larger role in D&D, and that anyone should be able to benefit from a polearms length hence the long property I made here: https://www.hipstersanddragons.com/new-weapon-properties-5e-dnd/. This would give melee rogues an extra 5 ft. to work within melee distance. 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. While I primarily had rogues in mind for the feat, a monk can replace the daggers paltry d4 with their Martial Arts die bringing this back to a ninja-style shuriken master! 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). -Push/Pull/Bind: Succeeds, target must Dex Save or is moved 5/bound until player releases or Dex Vs Dex contest succeeds While I have a different philosophy, I totally understand people who prefer things official and simple, and so I went back to the drawing board. Anyhow, if you like 75% of what Im doing here (Im not expecting us to agree on everything! A while back I tried to add some realism and complexity to weapons in 5th edition, and create mechanic distinctions between the list of arms in the Players Handbook, so as to offer players a meaningful choice when selecting their equipment. 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. Make a Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. Calculating probabilities from d6 dice pool (Degenesis rules for botches and triggers). I am newbie to DUNGEONS AND DRAGONS, And learning as many stuff i can learn about this sensation. All bullets stacks. At the end, you will get the option to select only some results to generate our own PDF or to print cards on Magic format. This might be overpowered. 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. I am thinking of building a whip using character and was wondering how to optimize the whip as a weapon. Ideally, you shouldnt have to choose between flavor and decent optimization. Dungeon Solvers . @jgn A campaign where one of my players wants to use a whip all the time. 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.? Let me know what you think of it if you end up using it though. How do I grapple/drag an unconscious ally? forcing a strength saving through on a successful attack to potentially disarm your opponent in the same way you trip or grapple. Journeys Through the Radiant Citadel: Review & Ratings! I gave it a +1 to hit and damage so that the whip stays relevant to the user even when theyre out of charges to cast spells. 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). Id additionally rule that the spear is a reach weapon. POLEARM MASTER FEAT . This feat seems to be generally on par with one of the other big melee, crowd control feats: Sentinel. Its been a while since my last homebrew post on here, so I figured for my birthday and the release of Super Smash Bros. Originally I was worried about a dual-wielder usingReel as a way to gain 5ft. Spear Master: Im not sure this is necessary as Polearm Master has been erratad to include the spear. It's a class that can be a damage-dealing powerhouse up close, but operates just as well at a distance, either as . You learn two maneuvers of the Battle Master archetype from the following list, which you can perform with a flail: Disarming Attack, Distracting Strike, Lunging Attack, Menacing Attack, Trip Attack, Brace (UA)*. And halving damage is something we should be used to with Dexterity saving throws etc.. What I like about it is that clerics often fight with blunt weapons and this pairs well with the war clerics Divine Strike ability, or even the paladins Divine Smite (my intention is that damage dice from divine powers would do full damage. Some links to stores and online shopping websites include an affiliate code. *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. Realistically one could argue that this is the reason why rogues miss out on whip proficiency. Immediately after you take the Attack action and attack with a whip, you can use your bonus action to trip or pull your target. Between bashing out new Battle Master maneuvers and fine tuning all of the above feats, not to mention playing in two campaigns and DMing a third, Ive been spending a crazy about of time thinking about, playing and creating stuff around Dungeons & Dragons recently. You are using an out of date browser. Benefit: You no longer provoke attacks of opportunity when attacking with a whip. Its a shame that theyre so mechanically lacking in D&D 5e. Disarming Attack? I cannot recommend this HIGHLY enough. Create an account to follow your favorite communities and start taking part in conversations. d4 with Piercer adds 0.5 damage, d6 adds 0.75 damage, d12 adds 1.5 damage, etc). Right, but they also need Dex to make the grab happen in the first place, Good points. (i.e. But I believe there is more to gain. The aura extends 5 feet from you in every direction, but not through total cover. Thrust, parry, riposte, repeat every rapier fight ever! Design Notes: You could rename this Shuriken Master for a ninja-themed Dungeons & Dragons campaign! 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. A class without access to other reach weapons now has one that they can rely upon. The problem? The whip is a finesse (Dexterity-based) weapon, while grappling is normally a Strength (Athletics) based attack. The "+1" is just a joke with the fact that there are a lot of whip homebrew feat out there. You gain one superiority dice, which is a d6. Whip Trick Master (5e Feat) Whip Trick Master Prerequisites: Proficiency with whips You have explored and practiced the many possibilities of the versatile whip. Range: 30 feet. I figured that allowing it to castHold Person andHold Monsterwas a great way to reskin this feature. Why won't Bardic cantrips like Vicious Mockery or Thunderclap work with Spell Sniper? Then reduce the number of maneuver to dice to 1. A die is expended when you use it. Ghost Riders Chain is a magical whip that bends to the will ofGhost Rider. The grapple is uncontested, meaning that the whip user simply needs to beat the target's AC. Any thoughts on how I could optimize using a whip? We are a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for us to earn fees by linking to Amazon.com and affiliated sites. Flail Master: I like the disregard shield bonus once per round mechanic. Are there other ways I could really bring this character idea to life? Do I need a thermal expansion tank if I already have a pressure tank? Seriously, this thing is ridiculous. I would have thought the Swashbuckler pretty much covers duelling! Not sure what I confused it with. Thats a hefty chunk of your action economyto pull off this maneuver. Because it's a weapon-specific feat, comparing it to the "Revenant Blade" feat is more appropriate. Why Arent There More Bonus Action Cantrips. Is this homebrew "Acrobatic Grappler" feat balanced? -Damage: 1D4, Roll of 18 or above (Only apply Damage if Damage was intended): Design Notes: Obviously this is a doubled up version of Martial Adept, with the justification that its limited to only two weapons and you cant choose every single maneuver available (plus Martial Adept is not that good, so we can afford to take a liberty here!).
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5e whip feat