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Hammer Whip

Weapon

Common

Mods
  • Grip
  • Head
  •   Special Maneuvers
  • Carry the Momentum - Once per turn, if you miss the target with an attack, you can bring the whip back around and make another attempt at an Attack for 1d6 AP I Bludgeoning damage.
  • Disarming Strike - After making a successful attack, you can spend a Bonus Action to attempt to force a weapon out of the target's hands. The target must succeed on a Dexterity saving throw against a DC equal to 8 + Your Proficiency Bonus + Your chosen Ability Modifier or be disarmed, with the weapon relocated to a point of your choosing within 10 feet of the target. You may use this maneuver once per Short or Long rest.
  • Frightening Crack - If a target is within 15 feet of you and can hear you, you may make a cracking sound with the whip as a Bonus Action. The chosen target must make a Wisdom saving throw against a DC equal to 8 + Your Proficiency Bonus + Your chosen Ability Modifier or be Frightened until the start of your next turn. You may use this maneuver once per Short or Long rest.
  • Handle Strike - If a target is within 5 feet of you and you have no weapon in your offhand, you may make an attack with the handle, dealing 2d4 AP I Bludgeoning damage.
  • Rounding Strikes - As an Action, make a number of attacks equal to either your Dexterity or Strength modifier, each dealing 1d6 AP I Bludgeoning damage. If two or more attacks succeed, the target is knocked prone and you have advantage on any remaining attacks with this maneuver. You may use this maneuver once per Short or Long rest.
  •   Special Properties
  • Armor Piercing II
  • Blunt Instrument - Deals double the rolled damage to Poise.
  • Finesse
  • Light
  • Reach
  • Staggering
  • Utility Grab - This weapon can be used to grab onto objects up to 10 feet away and manipulate them, if they're a lever, a switch, or some other loose object, or swing from solid objects attached to the terrain or structures, such as a horizontal pole or a tree limb.
  •   Weight: 3   Handling: 1-handed

    A lightweight melee weapon requiring a great degree of skill and finesse, this weapon has been used to control a situation from a distance while staggering opponents through inflicting blinding pain. This modern version utilizes a spaced weight in the end to function like a hammerhead. It can be used to disarm opponents, break bones, and crack wrists. A weighted handle also makes for a strong bludgeoning weapon.

    Type Damage Damage Range
    Martial Melee 1d8 Bludgeoning 10


    Weight: 3lbs


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