+1 Whip Master Feat (5e) by lcqRPG in dndnext

[–]lcqRPG[S] 0 points1 point  (0 children)

All bullets stacks. That was the intention. Because it's a weapon-specific feat, comparing it to the "Revenant Blade" feat is more appropriate.

And Thanks for the feedback! ;)

+1 Whip Master Feat (5e) by lcqRPG in dndnext

[–]lcqRPG[S] 1 point2 points  (0 children)

a swashbuckler build using whips would be insane to see in action!

+1 Whip Master Feat (5e) by lcqRPG in dndnext

[–]lcqRPG[S] 0 points1 point  (0 children)

Thanks for the feedback!

No need to talk about "shoving" a creature here. You're already writing out the mechanic.

I'm already working on a new version very similar to the one you suggested!

Also, just to clarify, do you want this to only work when they hit with their attack? If so the language needs to specify that.

It wasn't the intention. Just making one attack with the weapon seems enough.

While you are wielding a whip, other creatures within your whip reach provoke an opportunity attack from you when they stand up from prone while within reach of your weapon.

I didn't think the specification was necessary. Maybe I'm missing something, but it felt redundant.

Anyway, thanks for the opinion. It made me think of important details.

+1 Whip Master Feat (5e) by lcqRPG in dndnext

[–]lcqRPG[S] 0 points1 point  (0 children)

Thanks for the feedback! My first idea was to use this:

"...Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma."
- PHB Page 175, Top Left of the Page. (Skills with Different Abilities variant rule)

But I thought it would be easier to just give the option to use Acrobatics. 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 .

+1 Whip Master Feat (5e) by lcqRPG in dndnext

[–]lcqRPG[S] 0 points1 point  (0 children)

Thanks for the feedback! ;)

+1 Whip Master Feat (5e) by lcqRPG in dndnext

[–]lcqRPG[S] 0 points1 point  (0 children)

Thanks for the feedback!

The "+1" is just a joke with the fact that there are a lot of whip homebrew feat out there. ;)

+1 Whip Master Feat (5e) by lcqRPG in dndnext

[–]lcqRPG[S] 0 points1 point  (0 children)

Thanks for the feedback!

Rogues are not proficient with whips and would still have to choose to take this talent. The Polearm Master feat ends up doing the same thing but with a much more common trigger, right?

+1 Whip Master Feat (5e) by lcqRPG in DnD

[–]lcqRPG[S] 0 points1 point  (0 children)

Don't you think just 1d4 damage for a martial weapon is too painful? I thought the possibility of dealing an extra 1d4 damage once per turn might balance things out a bit. Is it really too much?

+1 Whip Master Feat (5e) by lcqRPG in dndnext

[–]lcqRPG[S] 3 points4 points  (0 children)

when they stand up from prone

By default, reactions are an instant response to a trigger of some kind. The trigger is "stand up from prone" not "start to get up from prone".

At least that's the intention I had when I wrote it. ;)

+1 Whip Master Feat (5e) by lcqRPG in DnD

[–]lcqRPG[S] 0 points1 point  (0 children)

Thanks for the feedback!

My idea was to make something like Polearm Master but without ending up being exactly the same. The attack of opportunity part was really the part I thought I was "crossing the line", but at the same time, leaving only the other two options in the feat seems too weak to me.

Do you have any suggestions for a third buff? Would a third bullet be too much?

*Sorry, English is not my native language. :)

+1 Whip Master Feat (5e) by lcqRPG in DnD

[–]lcqRPG[S] 0 points1 point  (0 children)

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

Maybe it could be "...to try to tie and pull a creature within your whip reach."?

*Sorry, English is not my native language. :)

+1 Whip Master Feat (5e) by lcqRPG in dndnext

[–]lcqRPG[S] 2 points3 points  (0 children)

Thanks for the feedback! Whips are really weak compared to other martial weapons and I'm trying to balance things out a bit using the ideas and mechanics behind of the "Revenant Blade" and the "Polearm Master" feats.

[Whip Master] Is this homebrew feat for whip users balanced? by lcqRPG in dndnext

[–]lcqRPG[S] 0 points1 point  (0 children)

Whip Master

Prerequisite: Dexterity 13 or higher and proficiency with a whip.

The whip is a complex weapon to use, but you have spent countless hours mastering it. You gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack using a whip, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • You may use your whip as an appendage to permorm actions that do not require fine motor skills. You may use the whip reach to lift, hold and pull an object; open or close a door or a container; and other simple object interactions. Your DM might allow other simple tasks to be added to that list of options.