Dagger Whip (3.5e Equipment)

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Whip, Dagger
Exotic Light
Critical: 19-20 x2
Range Increment: 15 ft.
Type: Slashing
Hardness:
Size Cost1 Damage Weight1 hp
Fine * 1 *
Diminutive * 1d2 *
Tiny * 1d3 *
Small 30 gp 1d4 0.75 lb.
Medium 30 gp 1d6 1 lb. 2 HP
Large 60 gp 1d8 2 lb.
Huge * 2d6 *
Gargantuan * 3d6 *
Colossal * 4d6 *
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.

A character who takes an Exotic Weapon Proficiency in the whip is also proficient in the whip dagger. (You do not need to take a separate feat to use the whip dagger if you already have a feat for the whip.) The whip dagger is heavier than a standard whip and deals normal damage due to the barbs that run along its length and the dagger-like tip (which inflicts deep wounds when accelerated to strike by a proficient user). Unlike standard whips, armor bonuses and natural armor bonuses do not hinder its ability to deal damage. Although you keep it in hand, treat it as a ranged weapon with a maximum range of 15 feet and no range penalties. Because the whip dagger can wrap around an enemy's leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the whip dagger to avoid being tripped. You get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed yourself if you fail to disarm your opponent)


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