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. Thanks. But people will defend these poorly designed spells to the hilt, simply because they ARE in the official rules. 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 links to stores and online shopping websites include an affiliate code. You gain one superiority dice, which is a d6. But I think DMs can make a call about whether this extended range would include those extras. Unfortunately, I havent had a chance to playtest the feat or the items just yet. 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. 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. 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). When you attack with an axe, your critical range extends by 1 and you score a critical hit on a 19 or 20. Design Notes: Theres a bit of confusion over the spear in the official rules for me. How can I explain to my manager that a project he wishes to undertake cannot be performed by the team? It is a "special melee attack" which means that it's done in melee (so you can't grapple from 30 feet away), and since it's an attack it interacts with other rules that care about attacks, such as the Barbarian's Rage and the Invisibility spell. Whip Master, Variant (5e Feat) Whip Master, Variant The whip is an unconventional weapon, but you have learned to utilize it's unique properties to great advantage. Originally I was worried about a dual-wielder usingReel as a way to gain 5ft. Thanks for the comment. 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. If the saving throw fails by 5 or more, the target is also stunned until the end of your next turn. Sentinel gives the following as one of its three bonuses: When you hit a creature with an opportunity attack, the creatures speed becomes 0 for the rest of the turn. By Taymoor Rehman, Jeremy Crawford, Ben Petrisor, Dan Dillon, Ari Levitch. You can find the feats in the PDF below. Most of the entries in the NAME column of the output from lsof +D /tmp do not begin with /tmp. Take a look. Search by name on the left, click feat name to display on the right. Search by name on the left, click feat name to display on the right. Because grappling is done with the Attack action, you can't grapple as an Opportunity Attack. But since the whip is pretty weak on its own, Id say it is balanced. You gain a +1 bonus to attack rolls made with whips. When you have advantage on an attack roll, or you move at least 20 feet in a straight line before making your attack, and you hit, then you roll an additional die, equal to the weapons usual damage die, when determining the attacks damage. A plus 1 is very meh, but clearly a shield is still useful so a +2 is too strong. Now, criticals as written are not that powerful, but many D&D playing tables have house rules that boost them considerably. I havent yet, but its still on the to-do list! Hey I mean, any excuse I can have to play a battle master is worth it! Dont miss Faerns action-packed sporting extravaganza in the bowels of Mount Waterdeep where the booze and the blood flow in equal measure! Sentinel 5e Interactions The Sentinel feat adds a lot of complexity to battle, so there have been several strange interactions that come along with it, such as: If you happen to have a reach longer than 5ft (such as with a polearm type weapon), this will trigger when an enemy leaves that distance. Fencing Master Oooh, I havent heard of the Duelist subclass, and I cant find it online. 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). -Trip: Succeeds, target must Dex Save or be Prone So far my plan has been to start as a Fighter and take Duelist so I get +2 damage, and then try to maneuver so I can force opportunity attacks whenever possible. You gain 1 superiority die (1d6) to perform these maneuvers, which you regain at the end of a short or long rest. -Damage: 1D4, Roll of 18 or above (Only apply Damage if Damage was intended): At certain levels, your class gives you the Ability Score Improvement feature. -Trip: Succeeds, target must Dex Save or be Prone When you take the Attack action and attack with a whip, you can use a bonus action to try to shove a creature within your whip reach. For a better experience, please enable JavaScript in your browser before proceeding. Secondly, knocking a creature prone can be a risky maneuver since theyll gain some additional defenses against the attacks of your ranged party members. Why won't Bardic cantrips like Vicious Mockery or Thunderclap work with Spell Sniper? You gain two superiority dice, which are d6s. He turns to +1 bonuses a lot, which I find rather boring and flavourless, with a high fiddle to reward ratio, and some of the other mechanics seem a bit clumsy too. 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. Fencing Master: Is it too much like the Duelist subclass? You gain proficiency in the whip. . If we give rogues proficiency with whips the weapon now has a niche. It embodies training, experience, and abilities beyond what a class provides. Thorny Ki. By taking the feat, Strength-based fighters or barbarians may want to use a whip to grapple their foes and drag them around the battlefield. When player has target bound, concentration rules are in effect. 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. Is this homebrew "Acrobatic Grappler" feat balanced? After that I am not sure. Not bad. Lance when mounted, one handed d8 weapon to taste when dueling single targets on foot, whip when looking for maximum stickiness. Pretty straight-forward. 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) You gain the following benefits: You become proficient in whips, if you are not already. Stack Exchange network consists of 181 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers. Comment* Weapon feats are nice but I would rather prefare some weapon properties over feats for anything. So, now that you understand my thought process, I hope you enjoy these feats. Whip Grabbed opponents can still move around, so long as they don't get any farther from you. And thus, the Whip Master feat gave me my formula for virtually all of the Weapon Master Feats you can now find below. You are at your best keeping your opponents at bay. Even my own gaming table didnt seem particularly interested in the fact their weapons were now more interesting. I am thinking of building a whip using character and was wondering how to optimize the whip as a weapon. But while Martial Adept would give me some of the capabilities Im looking for, it doesnt for example cover swinging from trees and chandeliers (important oversight if you want to play Indiana Jones). A tentacle of semi-solid shadow lashes out at a target within range. Create an account to follow your favorite communities and start taking part in conversations. What if we gave this character a way to become more of a crowd control role? Hey Duncan! Right, but they also need Dex to make the grab happen in the first place, Good points. One of the most iconic whips from my gaming experience is the Abyssal Whip from Runescape. What other Feats would Spell Sniper pair best with? Immediately after you take the Attack action and attack with a whip, you can use your bonus action to trip or pull your target. Whip Mastery (Combat) Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies. Your weapon reach extends to 10 feet, and other creatures provoke an opportunity attack from you when they enter that reach. The saving throw DC equals 8 + your proficiency bonus + your Strength modifier. 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. Maybe you could choose 2 of the three: 1. Every weapon is classified as either melee or ranged. The net is a weird weapon that complicates the game a bit, but might be fun to experiment. Another house rule of mine that affects PAM is that opportunity attacks provoke opportunity attacks from other hostile creatures within reach. Sure its a one-handed reach weapon, but quite frankly the benefits of the whip dont outweigh the benefits of most of the other weapons you could pick from as a martial front-line character. I was hesitant to include greatsword in this feat, as the arguably overpowered Great Weapon Master feat already exists, but since I included greataxe in my Axe Master feat, and the maul in the Bludgeoning Master feat I figured it was only fair. 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. 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 . Both weapons keep their identity and usefulness in a rogues arsenal. 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. Some content found on this page may not be suitable for play at your table. FrogReaver As long as i get to be the frog Jul 21, 2019 #5 Blue said: You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. No need to talk about "shoving" a creature here. I may combine this with Halfling Paladin riding a war dog (love the idea of a tiny dude on a dog with a lance). 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. I had to go back to my days ofWorld of Warcraft when I played a Warlock duringThe Burning Crusade for this whip. Who wins a Grapple contest if the checks tie? Got my knowledge enhanced regarding the weapons feat and their creation. Less about the whips being finesse weapons and more about how the character needs to make Str (Athletics) to maintain the grapple. 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. This feat allows a character to choose one level 1 spell from another class. Maybe I'm missing something, but it felt redundant. Design Notes: For ages Ive been debating how to get across (what I see as) the flails main advantage, the ability to strike over or around a shield. Every class has access to a Feat called Magic Initiate. I'll look into Ranger a little more, the game I was going to ended up being Pathfinder rather than 5e, and I ended up using a Ranger there, but haven't really looked into a Ranger with a whip, other than Hunters Mark. Id be tempted to make it once per attack action (for synergy with Action Surge). Now Ive always got a lot of time for what the Mearls has to say but overall Im not a huge fan of what he came up with on this occasion. +17 flat damage is nothing to sneeze at, especially if you start eldritch or divine smiting on top of that. Naturally speaking, it must be a powerful item hence the +2 bonus to attack and damage. Design Notes: For me short blades are useful for either very close work, which I reflect in the first effect of this feat, or for dealing a deadly blow to a prone or surprised opponent, reflected in point two. I think it's a big improvemnt. People start with the viewpoint that the official rules are the word of God, and anything you do to try to fix/improve them is tantamount to heresy to the extent that sometimes impressive feats of mental agility are performed to defend their flaws and foibles (D&D shouldnt try to be realistic, its perfectly balanced, its not balanced, but its better that way whatever serves the argument basically. Thats why I think theres room for this feat, focusing on a one-handed spear wielder. That being said, youll need to use an action, a bonus action, and make 2 successful Strength (Athletics) checks to pull it off. You may want to discuss in greater detail that the ASI does not really synergize well with what the player wants to do. Now that I think about it, I would put in war pick with the Morningstar feat actually, offering a brutal critical effect, rather than a impactful miss that the warhammer gets via the Bludgeoning feat. Roll of 2: Fail -Whip hits random creature within 10, Roll over Target AC Check (Only apply damage if Damage was intended): As-is theyre just daggers that havereach. On the subject of Divine Smite though, thats something thats in desperate need of a nerf IMHO). Anyway, for wielding a spear in two hands probably best to take PAM, but if you want to build a kick ass one-handed spear wielder, here we go. 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. *Plus Combination Attack, Crippling Attack, Whirlwind Defence (maul only) from my homebrew manoeuvres. 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. With practice, I will dual wield whips (with Green flame blade) and dancing rapier. How about a feat that combines trident and net as the Retiarus seems to be the archtype for trident fighting. I don't love the acrobatics check to shove or pull. If so, it seems pretty solid. Because of this Ghost Riders Chain deals 1d6 bludgeoning damage instead of 1d4 like the rest of the whips.
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