Dungeons and Dragons – Mystara
Weapons Mastery – Whip
- Source: D&D BECMI Rules Cyclopedia (0e-rb-rc)
- Weapons Mastery
- Weapon Abilities
- Weapon Options
- Design Details
- Content Updates
A whip is a tool that was traditionally designed to strike animals or people to aid in guidance or exert control through pain compliance or fear of pain, although in some activities, whips can be used without inflicting pain, such as being an additional pressure aid or visual directional cue in equestrianism..
- 5E Stats – One Handed or Versatile Martial Weapon, Costs 2 gp and has a weight of – lb.
- Weapon Options (Available to learn) – Blinding Binds, Bullwhip, Disarming Parry, Shield Snare, Snare, Wing-Wrap Attack
Weapons Mastery – Whip
Weapon Mastery Non-Proficient – Attacks are with disadvantage, and damage is halved rounded down. Non-Proficient use does not grant access to most of the weapon special properties.
(Non-Proficient)
Whip Attack +Str to hit one target
Basic Hit: 1d4 +Str mod slashing (Halved) + Entangle
Weapon Abilities – Entangle
Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks.
(Proficient)
Whip Attack +Str or Dex +Prof to hit one target, Reach (10 ft)
Basic Hit: 1d4 +Ability mod slashing + Entangle
Weapon Abilities – Entangle, Finesse, Reach
Weapon Mastery Skilled – Weapons do an extra dice of damage. Gain abilities to activate as a bonus action on your round, or a reaction.
(Skilled)
Whip Attack +Str or Dex +Prof to hit one target, Reach (10 ft)
Basic Hit: 2d4 +Ability mod slashing + Entangle
Weapon Abilities – Defensive, Entangle, Finesse, Reach
Weapon Mastery Expert – You gain an expertise on your attack, and weapons do an extra dice of damage. Abilities with weapons improve. Can use weapon options with this weapon.
(Expert)
Whip Attack +Str or Dex +Prof +Prof to hit one target, Reach (10 ft)
Basic Hit: 3d4 +Str or Dex mod slashing + Entangle
Weapon Abilities – Defensive, Entangle, Finesse, Reach
Weapon Options (Available to learn) – Blinding Binds, Bullwhip, Disarming Parry, Shield Snare, Snare, Wing-Wrap Attack
Weapon Mastery Master – Your gain advantage on your attack, weapons do an extra dice of damage. Abilities and Options improve.
(Master)
Whip Attack +Str +Dex +Prof +Prof to hit one target, Reach (10 ft)
Basic Hit: 4d4 +Str or Dex mod slashing + Entangle
Weapon Abilities – Defensive, Entangle, Finesse, Reach
Weapon Options (Available to learn) – Blinding Binds, Bullwhip, Disarming Parry, Shield Snare, Snare, Wing-Wrap Attack
Weapon Mastery Grand Master – A natural 1 counts counts as a critical hit, and if both dice deal a critical hit, then all dice in the attack are maximised. Weapons do an extra dice of damage. Abilities and Options improve.
(Grand Master)
Whip Attack +Str +Dex +Prof +Prof to hit one target, Reach (10 ft), Crit (1 and 20)
Basic Hit: 5d4 +Str +Dex mod slashing + Entangle
Weapon Abilities – Defensive, Entangle, Finesse, Reach
Weapon Options (Available to learn) – Blinding Binds, Bullwhip, Disarming Parry, Shield Snare, Snare, Wing-Wrap Attack
Beyond Grand Master in Weapon Mastery – While not possible to learn at this level, some abilities and magical items might push skill above grand master, and if it does it adds an extra dice of damage and improves abilities and options as per the weapon progression.
Weapon Abilities – Whip
Weapon Ability – Base DC – Some of the effects produced by weapons masters has a saving throw to resist. This saving throw is calculated as 8 plus the ability modifier used in the attack roll, your weapon mastery bonus, your Weaponologist bonus, your weapons mastery feats and Archetypes.
Base DC = 8 +Ability Mod +Prof +WM Bonus +Circle Bonus +Feat Bonus +Arch Type Bonus (Martial +2)
Associated Weapons – Bardiche, Bastard Sword, Battleaxe, Bill, Blackjack, Blowgun 1H, Blowgun 2H, Bola, Cestus, Club, Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hand Crossbow, Handaxe, Hat, Heavy Crossbow, Heavy Shield, Holy Symbol, Horned Shield, Javelin, Knife Shield, Lance, Lasso, Light Crossbow, Light Hammer, Light Shield, Lochaber Axe, Longbow, Longsword, Mace, Maul, Medium Shield, Morningstar, Net, Orb, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Ring, Rod, Scimitar, Scythe, Shortbow, Shortsword, Sickle, Sling, Spear, Spetum, Spontoon, Staff, Sword Shield, Tome, Tower Shield, Trident, Tusked Shield, Unarmed or Natural, Vaulge, Wand, Warhammer, Warpick,
Weapon Ability – Defensive – If you spend your bonus action this round on this quality you gain a bonus for your armour class until the start of your next round as long as you still have your reaction. Each level above skilled adds +1 WM Bonus to the Shield bonus provided.
Defensive (Skilled Bonus Action) – This weapon provides a +1 Shield bonus to your armour class as long as your still have your reaction. If an attack would have hit you, but misses because of using defensive, you deflect the attack and expend your reaction. (Martial weapons add +1 to the shield bonus, A shield weapon does not use up reactions but can trigger retaliate instead)
Associated Weapons – Bardiche, Bastard Sword, Battleaxe, Bill, Bola, Club, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Handaxe, Heavy Crossbow, Heavy Shield, Horned Shield, Lance, Light Crossbow, Light Hammer, Light Shield, Lochaber Axe, Longbow, Longsword, Mace, Medium Shield, Morningstar, Net, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Scimitar, Scythe, Shortbow, Shortsword, Sling, Spetum, Tower Shield, Tusked Shield, Voulge, Warhammer,
Weapon Ability – Entangle – A creature up to one size larger is restrained. A creature may make an action to perform an Entangled Saving Throw to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the weapon. On a Critical Hit, the target must make a Paralysis Saving Throw. When you attack with this weapon it is the only attack you can make in the round. Each level above skilled adds +1 WM Bonus to the DC (Net gives bonus starting at Proficient). Once you reach expert level, you crit on roll of a 19-20. Once you reach Grand master level you crit on roll of a 1-2 and 19-20.
Entangle Saving Throw – Strength vs Base DC. Failure causes restrained.
Paralysis Saving Throw – Constitution vs Base DC. Failure causes paralysis.
Associated Weapons – Bola, Lasso, Net,
Weapon Ability – Finesse – You can choose to use Strength or Dexterity with your attack. You also apply the same attribute to the damage.
(Expert Upgrade) At Expert you can choose to use one for the attack and the other for the damage
(Master Upgrade) At Master level you add both to the attack, but only one to the damage as long as they are positive.
(Grand Master Upgrade) At Grand Master level you add both to the attack and damage as long as they are positive.
Associated Weapons – Dagger, Dart, Rapier, Scimitar,
Weapon Ability – Reach – This weapon can reach targets in the listed distance when you attack with it.
Associated Weapons – Bardiche, Bill, Glaive, Guisarme, Halberd, Lance, Lasso, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spetum, Voulge,
Weapon Options – Whip
Blinding Binds (Attack Option) – Instead of restraining your foe, you may instead wrap the thick cords of your weapon around a single creature’s head. A Large or smaller creature hit by the weapon must make a Blinded Saving Throw, and remains so until the weapon is removed. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Blinded Saving Throw – Dexterity vs Base DC. Failure causes blinded.
Associated Weapons – Bola, Lasso, Net, Whip
Bullwhip (Attack Option) As part of your attack action, make a weapon attack against a beast or a creature with an Intelligence score of 2 or lower. The target must make a Frightened Saving Throw.
Frightened Saving Throw – Wisdom vs Base DC. Failure causes target to be frightened of you until the end of its next turn.
Associated Weapons – Lasso, Whip
Weapon Option – Disarming Parry (Reaction Option) When a creature attacks you with a weapon, you may use your reaction to catch their weapon in yours and disarm them. Compare you Base DC with the attack roll and if it exceeds it, their attack misses and they must succeed on a Strength saving throw or drop their weapon.
Associated Weapons – Glaive, Greataxe, Greatsword, Halberd, Ranseur, Sickle, Spetum, Trident, Whip
Weapon Option – Shield Snare (Weapon Option) As an attack while wielding this weapon, you may make a single attack roll against a target carrying a shield or a similar defensive tool. This attack ignores any bonus to AC granted by the shield and deals normal weapon damage to the shield. If the attack hits, the target must also make a Strength saving throw. On a failure, its shield is pulled from its grip and lands at its feet.
Associated Weapons – Flail, Net, Sickle, Whip
Snare (Reaction Option) As part of your attack action, you may use your reaction to snap your weapon around a creature or its weapon. If you target the weapon, the creature must make a Disarm Saving Throw. If you target the creature, it must make a Restrained Saving Throw.
Disarm Saving Throw – Strength vs Base DC. Failure causes it to drop its weapon at its feet.
Restrained Saving Throw – Strength vs Base DC. Failure causes it to be restrained. It may repeat this saving throw at the end of each of its turns. You cannot make weapon attacks with this weapon until the restrained condition is ended.
Associated Weapons – Lasso, Net, Whip
Wing-Wrapping Attack (Attack Option) Instead of restraining a flying creature, you may entangle its wings in your weapon. A winged creature up to one size larger hit by the weapon when you use this maneuver has its fly speed reduced to 0 (but is not restrained) until the weapon is removed. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Grounded Saving Throw – Strength vs Base DC. Failure causes flying speed reduced to 0 (but is not restrained).
Associated Weapons – Bola, Lasso, Net, Whip
Design Details on building Weapons Mastery
I have managed to even out most of the damage, but also increased it in this case as it is working better with my magical weapon enhancement changes.
Weapons Mastery Version 1.0
- Whip Attack: (Non-Proficient) + to hit, one target
- Hit: 1d2+mod slashing.
- Whip Attack: (Proficient) + to hit, Finesse, Reach (5 ft), one target
- Hit: 1d4+mod slashing plus Entangle
- Entangle – A creature up to one size larger is restrained. A creature may make an action to perform a Strength check (Base DC) to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the weapon.
- Hit: 1d4+mod slashing plus Entangle
- Whip Attack: (Skilled) + to hit, Finesse, Reach (5 ft), one target
- Hit: 2d4+mod slashing plus Entangle
- Entangle – A creature up to one size larger is restrained. A creature may make an action to perform a Strength check (Base DC+1) to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the weapon.
- Crit: Strangle – (Base DC) Save vs Con or become paralysed and stops the target from breathing (if it needs to breathe) and the start to suffocate.
- (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
- Hit: 2d4+mod slashing plus Entangle
- Whip Attack: (Expert) + to hit, Finesse, Reach (5 ft), one target
- Hit: 3d4+mod slashing plus Entangle
- Entangle – A creature up to one size larger is restrained. A creature may make an action to perform a Strength check (Base DC+2) to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the weapon.
- Crit: Strangle – (Base DC) Save vs Con or become paralysed and stops the target from breathing (if it needs to breathe) and the start to suffocate.
- (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
- Hit: 3d4+mod slashing plus Entangle
- Whip Attack: (Master) + to hit, Finesse, Reach (5 ft), one target
- Hit: 2d6+mod slashing plus Entangle
- Entangle – A creature up to one size larger is restrained. A creature may make an action to perform a Strength check (Base DC+3) to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the weapon.
- Crit: Strangle – (Base DC) Save vs Con or become paralysed and stops the target from breathing (if it needs to breathe) and the start to suffocate.
- (B) AC Defence (+2/4) – You gain an armour class bonus, for a set number of attacks each round.
- Hit: 2d6+mod slashing plus Entangle
- Whip Attack: (Grand Master) + to hit, Finesse, Reach (5 ft), one target
- Hit: 3d6+mod slashing plus Entangle
- Entangle – A creature up to one size larger is restrained. A creature may make an action to perform a Strength check (Base DC+4) to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the weapon.
- Crit: Strangle – (Base DC) Save vs Con or become paralysed and stops the target from breathing (if it needs to breathe) and the start to suffocate.
- (B) AC Defence (+2/5) – You gain an armour class bonus, for a set number of attacks each round.
- Hit: 3d6+mod slashing plus Entangle
Content Updates
- 2022-05-05 – Converted over to version 2.0 of my weapon mastery rules.
- 2021-08-25 – Update to layout and menu.
Weapons Mastery
Overview, Downtime for Weapons Mastery, Secret Craft: Weaponologist
Simple 1H or Versatile: Blackjack (or Sap), Cestus, Club (or torch), Dagger, Handaxe (or Tomahawk), Javelin, Lasso, Light Hammer, Mace, Quarterstaff, Sickle, Spear, Unarmed
Simple Ranged: Bola, Dart, Light Crossbow, Shortbow, Sling
Martial 1H or Versatile: Bastard Sword, Battleaxe, Flail, Lance, Longsword, Morningstar, Rapier, Scimitar, Shortsword, Spontoon, Trident, Warhammer, Warpick, Whip
Martial 2H: Bardiche, Bill, Glaive, Greataxe, Greatsword, Guisarme, Halberd, Lochaber Axe, Maul, Partisan, Pike, Poleaxe, Ranseur, Spectum, Voulge
Martial Ranged: Blowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Longbow, Net
Martial Shield: Heavy, Horned, Knife, Light, Medium, Sword, Tower, Tusked
Magical Implement: Hat, Holy Symbol, Orb, Ring, Rod, Staff, Tome, Wand
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