This new magic weapon for Dungeons & Dragons is perfect accessory for your favorite archeologist / treasure hunter. Swing, climb, and raid tombs with this magic whip that gains new powers at higher levels.
Whip of the Treasure Seeker
Weapon (whip), uncommon [Tier1]
Damage: 1d6 slashing
Weight: 3 lbs.
Properties: Finesse, Reach
This whip deals 1d6 slashing damage instead of the usual 1d4 and has a reach of 15 feet instead of 10.
Climbing and Swinging. You can use an action to wrap the end of the whip around an object up to 15 feet away. This allows you to climb 15 ft. or swing across a gap up to 30 feet wide.
Treasure Seeker. While holding the whip, you can use an action to cast the Locate Object spell. This feature can be used a number of times per day equal to your proficiency bonus.
Rare [Tier 2] upgrade
When you achieve level 5 while attuned to the whip, you have a +1 bonus to attack and damage rolls made with this magic weapon. It also gains a new feature.
Entangle. When you hit a Large or smaller creature with an attack using this weapon, you can choose to entangle it instead of dealing damage. The target must succeed on a DC 15 Dexterity saving throw or become restrained. A target restrained by the whip can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the whip. While a creature is entangled, you can not make attacks with the whip.
Improved Climbing and Swinging. The whip can extend up to 30 feet to wrap around an object. This allows you to climb 30 ft. or swing across a gap up to 60 feet wide.
Whip Crack. As an action, you can crack the whip. Each creature you choose within 15 feet of you must make a DC 15 Constitution saving throw. On a failed save, a creature takes 8 (2d8) thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. This feature can be used a number of times per day equal to your proficiency bonus.
Very Rare [Tier 3] upgrade
When you achieve level 10 while attuned to the whip, you have a +2 bonus to attack and damage rolls made with this magic weapon.
Improved Entangle. When you hit a Large or smaller creature with an attack using this weapon, you can deal damage AND entangle it. The target takes an additional 2 (1d4) slashing damage at the start of each turn while it is restrained by the whip.
Psychic Lash. When you hit a creature with an attack using this weapon, the target takes an additional 7 (2d6) psychic damage. The target must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This feature can be used a number of times per day equal to your proficiency bonus.
Legendary [Tier 4] upgrade
When you achieve level 17 while attuned to the whip, you have a +3 bonus to attack and damage rolls made with this magic weapon.
Improved Whip Crack. When you crack the whip, each creature you choose within 30 feet of you must succeed on a DC 18 Constitution saving throw or take 24 (7d6) thunder damage, be pushed back 15 feet, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t pushed back or knocked prone.
Monster Tamer. Once per day, you can use an action to cast the Dominate Monster spell. The duration is concentration, up to a number of hours equal to your proficiency bonus. This feature recharges at dawn.
To help Game Masters determine which player character levels a magic item is appropriate for, each item is assigned a power tier.
Tier 1: Levels 1 – 4
Common and Uncommon items for characters still learning their abilities.
Tier 2: Levels 5 – 10
Uncommon and Rare items for characters who are seasoned adventurers.
Tier 3: Levels 11 – 16
Very Rare items for characters who are established masters of their class.
Tier 4: Levels 17 +
Legendary items for characters who are like superheroes or demigods.
An item’s power tier is only a suggestion, and the GM should consider how each item would best fit with their campaign and player characters.
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