this post was submitted on 24 Jul 2023
27 points (96.6% liked)

DnD Homebrew

617 readers
1 users here now

A community to share and workshop your DnD homebrew. Feats, classes, subclasses, races, items, pretty much everything is welcome.

/c/DnD Network Communities

Rules (Subject to Change)

Posting Homebrew

Offering Feedback

founded 1 year ago
MODERATORS
 

Homebrewery Link

Want to be DnD Indiana Jones? Follow your dreams! Whips are awesome and underutilized, so try out this feat to enjoy them in all their greatness!

Feedback always welcome.

you are viewing a single comment's thread
view the rest of the comments
[–] kryptonianCodeMonkey 2 points 1 year ago* (last edited 1 year ago)
  1. Nerfing the range to 10 definitely goes a long way to making it a more reasonably situational feature. Leaving it with less than half the number of squares it could affect on any given turn. That's probably the biggest need to make it balanced.

  2. That would make sense flavor-wise, sure. I would include the caveat that they have to be able to see the whip coming to gain advantage on subsequent cracks. So if they're blinded, if the whip-weilder is obscured by fog, if they're successfully hidden, etc. then the caster does not gain advantage (i.e. advantage is not just canceled by disadvantage, but never granted at all, thus they could still get advantage/disadvantage from other sources). That would both make sense for flavor and make setting up clever ways to keep spamming casters a fun secondary goal.

  3. I think of those options, I like the first the best. That way it's scaling with level only, it makes the weapon equally useful to all builds and doesn't just benefit dex-builds/min-maxers, and it's also a decent bottom and top end for a DC for such a powerful feature of the feat. Though I could see the argument for wanting to utilize dex into the success or failure of the feature too.