Taskmaster V1 hether it be corralling herds of animals or fighting in pits with monsters and criminals alike, a whip can be an extremely useful tool and weapon. Wielders of whips are often known as Taskmasters in military circles, usually falling into leadership and front line roles. This is due to their skill at fighting multiple enemies at once, manipulating their foes to their whims. A Good Lashing Beginning when you choose this archetype at 3rd level, your skill with whips is especially deadly. Your weapon attacks with whips deal 2d4, and are considered to have the light property. If you make an attack with a whip as part of your action, you can use two weapon fighting as your bonus action, even if you are only wielding one whip. In addition, you gain proficiency with Dexterity (Sleight of Hand). Buckskin Trickster At 3rd level, you can use your whips as combat tools, not just weapons. When you make an attack with your whip, you can use it to grapple or trip your target. Cattleman’s Noose: When you hit a creature with your whip, you can attempt to bind them. The target of this attack must be no more than one size larger than you. You must make a Dexterity (Sleight of Hand) check, and they must contest it with either a Strength (Athletics) check or a Dexterity (Acrobatics) check. If they fail, they will be grappled, and can use it’s action to attempt to escape. You can also release them at any time as a free action, but while they are grappled you cannot attack with that weapon. Victorian Cutdown: When you hit a creature with your whip, you can attempt to drag them to the ground. The target of this attack must be no more than one size larger than you. You must make a Strength (Athletics) check, and they must contest it with a Strength saving throw. On a failed save, they will be knocked prone. Singleton Slice At 7th level, your attacks are becoming fast enough to rend flesh with frightening efficiency. When you land a critical hit on a creature with your whip, you cause a deeper wound than usual, your enemies blood flowing out. The creature will take an additional 1d6 damage, and will lose 1d4 hit points at the start of each of their turns. If the creature is vulnerable to the damage dealt in the attack, they will lose 1d6 hit points at the start of each of their turns. They can end this effect by succeeding on a Constitution saving throw at the end of their turns, the DC being 8 + your Constitution modifier + your proficiency bonus. They can also end this effect by receiving magical healing, regeneration, or a successful Wisdom (Medicine) check against your DC from themselves or someone else, patching it up costing an action. Creatures that do not have blood or an equivalent fluid to lose are immune to the bleeding effect. The additional damage of this attack will increase as you level up, growing to 2d6 at level 10, 3d6 at level 15, and 4d6 at level 18. Hide Whipper At 10th level, your practice and ease with your whip allows you to extend yourself further than most would dare, granting extra range. Your melee range increases by 5ft. You also gain a new tactic, disarming your opponents with your whip. Boomerang Burglary: Instead of dealing damage to a creature on a hit, you can attempt to disarm them of one item of your choice that they are holding. You must make a Strength (Athletics) check, and they must contest it with a Strength saving throw. On a failed save, they will drop the object they are holding. If it is of adequate size to be gripped by your whip, it will be pulled away from them and land in your hands, provided they are free, otherwise it will land at your feet. If it is too large, it will land at their feet.
Crack the Whip At 15th level, you’ve learned to crack the whip at the perfect time, delivering devastating blows to your enemies. Your whips now deal an additional 2d4 thunder damage. You also gain some more mobility, using your whip to swing across the battlefield. Indiana Swing: As a bonus action, you can attach your whip to an object that would allow a rope to coil around it. Make a Strength (Athletics) check with a DC of 10. On a success you can climb the whip or swing from it, covering the distance of a normal long jump plus your Dexterity modifier, even from a standing position. Each foot swung cost you one foot of movement, but you may finish the swing even if you run out of movement midway. When moving in this way, attacks of opportunity must be made with disadvantage. Brutal Breakaway At 18th level, your legendary prowess with your whip allows you to decimate your foes at even greater distances, and even striking multiple at once. Your melee range increases by an additional 5ft. When you use your Action Surge, for each attack with your whip you make against a creature, you can make another whip attack against a different creature within reach. In addition, you gain Expertise in Dexterity (Sleight of Hand). Now on DNDBeyond! Check it out here: https://www.dndbeyond.com/subclasses/1461103- taskmaster Wanna help? Join the Patreon! It keeps the magic flowing: https://www.patreon.com/nagasarcana Follow us on Twitter! Memes and news galore: https://twitter.com/NagasArcana Follow us on Instagram! Even more memes and news: https://www.instagram.com/nagasarcana/