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<blockquote data-quote="Libertad" data-source="post: 9227718" data-attributes="member: 6750502"><p>[MEDIA=youtube]j_QLzthSkfM[/MEDIA]</p><p></p><p><strong>Whipmaster</strong></p><p><strong>Origin</strong> Cyborg (Extreme Enhancements, 22 Point Buy, 14 is purchasable maximum)</p><p><strong>Archetype</strong> 6th Level Charming Hero; <strong>Class</strong> Duelist </p><p><strong>Background</strong> On the Run (+1 Dexterity); <strong>Profession</strong> Irradiated Laborer (+1 Constitution, +1 Dexterity, +1 Wisdom)</p><p><strong>Wealth Level</strong> 1</p><p><strong>Speed</strong> 40 Feet, 60 Feet when not on difficult terrain or wearing footwear</p><p></p><p><strong>Hit Points</strong> 45 (6d8+12); <strong>Defense</strong> 15 (16 with finesse weapon, 10 + 2 + Dexterity modifier); <strong>Influence Dice</strong> 5 (d8, Trick DC 13)</p><p></p><p>Strength 10 (+0) Dexterity 16 (+3) Constitution 14 (+2) Intelligence 8 (-1) Wisdom 10 (+0) Charisma 14 (+2)</p><p><strong>Saving Throws</strong> Dexterity +6, Charisma +5</p><p><strong>Skills</strong> Acrobatics +6, Arts & Crafts +3, Athletics +3, Mechanics +2, Perception +3, Stealth +6, Survival +3</p><p><strong>Languages</strong> English, Farsi</p><p><strong>Equipment Proficiencies</strong> Basic, Advanced, Historical</p><p><strong>Passive Perception</strong> 13</p><p><strong>Proficiency Bonus</strong> +3</p><p><strong>Special Feature, On Edge:</strong> Can reroll initiative once whenever you’d roll for it.</p><p><strong>Special Feature, Radiation Exposure:</strong> Gain minor beneficial mutation of choice (long arms).</p><p></p><p><strong>Talents</strong></p><p></p><p><em>Advanced Combat Training:</em> Can attack two times instead of once when taking the Attack action.</p><p></p><p><em>Charm:</em> roll influence die and add it to a rolled Charisma check before determining the result.</p><p></p><p><em>En Garde:</em> Add Charisma modifier to initiative rolls.</p><p></p><p><em>Precision:</em> Add additional damage die to melee attacks with finesse weapons, can’t be applied to bonus action attacks. +1 Defense when wielding finesse weapons.</p><p></p><p><strong>Tricks</strong></p><p></p><p><em>Disarming Strike:</em> add influence die to damage of a successful hit, target drops a held item if they fail a Strength save.</p><p></p><p><em>Flèche:</em> Add influence die to melee weapon attack before determining the result. Target is Distracted by you until the end of their next turn regardless of whether you hit or miss.</p><p></p><p><em>Lunge:</em> Can expend one Influence Die when making a melee attack. Add the Influence Die’s damage twice if you hit.</p><p></p><p><em>Tripping Strike:</em> add influence die to damage of a successful hit, targets falls Prone if they fail a Strength save.</p><p></p><p><strong>Feats</strong></p><p></p><p><em>Tough Hero Training (2nd level, Major):</em> Gain Damage Reduction 3 against all damage types. Once per turn gain +2 to hit against someone who hit you.</p><p><em>Scrapper Training (4th level, Major):</em> Gain Advanced Equipment proficiency, enemies provoke opportunity attacks when leaving reach even when taking Disengage action, enemies provoke opportunity attacks within your reach when they attack one of your allies besides yourself.</p><p><em>Fast Hero Training (6th level, Major):</em> Gain Stealth proficiency, can Dash or Disengage as a bonus action, gain advantage on Athletics checks to Gain Ground during a foot chase.</p><p></p><p><strong>Mutations</strong></p><p></p><p><em>Long Arms:</em> reach with melee weapons and special attacks is increased by 5 feet, can reach objects 5 feet farther away than normal.</p><p></p><p><strong>Cybernetics</strong></p><p></p><p>Maximum Strain is 6.</p><p></p><p><em>Extension Arm (replaces arm, 2 Strain):</em> Can take 3 forms as a bonus action. Normal has no special effect, Long increases melee reach by 5 feet, Very Long increases melee reach by 10 feet but cannot wield weapons or make effective attacks but can still grapple, shove, and trip opponents with that arm as well as grab/reach distant objects.</p><p></p><p><em>Power Legs (replace legs, 2 Strain):</em> +10 movement speed, +2 maximum Bulk, advantage on Athletics checks in a foot chase, gain a Power Leg attack.</p><p></p><p><em>Wheeled Feet (replaces feet, 2 Strain):</em> +20 movement speed when not on difficult terrain or wearing footwear, gain advantage on Athletics and Endurance checks in a foot chase when running over smooth terrain.</p><p></p><p><strong>Equipment:</strong> Fake ID, loose-fitting hoodie, sunglasses, old shovel, mining helmet with headlamp, Light Ballistic Vest (2 AV), Pump-Action Shotgun (2 Bulk), Whip (1 Bulk)</p><p></p><p><strong>Attacks</strong></p><p></p><p><em>Pump-Action Shotgun +6:</em> 2d6+3 ballistic; Range 200/400; 9 Rounds; Reload Action; PV 3; Properties Loud, Shot, Two-Handed; Bulk 2</p><p></p><p><em>Unarmed Strike +6:</em> 2d4+2 bludgeoning: PV 1; Properties Finesse, Light, Special; Bulk -</p><p></p><p><em>Whip +6:</em> 2d4+3 slashing; PV 0; Properties Finesse, Reach 20 feet (25 with Extension Arm’s Long mode); Bulk 1</p><p></p><p><strong>Level Up Choices</strong></p><p></p><p>8th Level: Feats: Ability Score Training x2 (Dexterity, Minor)</p><p>9th Level: Tricks: Parry</p><p>10th Level: Feats: Ability Score Training x2 (Dexterity, Minor)</p><p></p><p><strong>Details:</strong> This build was made to see how much I can min-max the reach of melee weapons, and ended up with an impressive 25 feet! The Whipmaster is a speedy melee-focused build for battlefield control: their cybernetics are designed to help them get around the battlefield with ease, further enhanced by their ability to Dash as a bonus action via Fast Hero Training. In non-difficult terrain they can easily clear 120 feet while still having a main Action to spare. I still gave them a shotgun as a backup weapon for when they can’t reach enemies at all.</p><p></p><p>Scrapper Training was taken to allow them to more or less ignore the Disengage ability and to smack down enemies who decide to fight someone other than them. The Punisher feat looked tempting as it’s the only non-multiclass feat that gives more ways to trigger opportunity attacks, but as they only do so for adjacent opponents it’s not ideal for reach weapon builds. The Duelist feature works nicely with this build, for it increases the whip’s meager damage to a more respectable 2d4, and most of the tricks are designed to be used on top of a melee attack without costing an action of their own. So not only can the Whipmaster deal a damaging opportunity attack, they may also disarm, distract, trip, or damage their opponent even further!</p></blockquote><p></p>
[QUOTE="Libertad, post: 9227718, member: 6750502"] [MEDIA=youtube]j_QLzthSkfM[/MEDIA] [B]Whipmaster Origin[/B] Cyborg (Extreme Enhancements, 22 Point Buy, 14 is purchasable maximum) [B]Archetype[/B] 6th Level Charming Hero; [B]Class[/B] Duelist [B]Background[/B] On the Run (+1 Dexterity); [B]Profession[/B] Irradiated Laborer (+1 Constitution, +1 Dexterity, +1 Wisdom) [B]Wealth Level[/B] 1 [B]Speed[/B] 40 Feet, 60 Feet when not on difficult terrain or wearing footwear [B]Hit Points[/B] 45 (6d8+12); [B]Defense[/B] 15 (16 with finesse weapon, 10 + 2 + Dexterity modifier); [B]Influence Dice[/B] 5 (d8, Trick DC 13) Strength 10 (+0) Dexterity 16 (+3) Constitution 14 (+2) Intelligence 8 (-1) Wisdom 10 (+0) Charisma 14 (+2) [B]Saving Throws[/B] Dexterity +6, Charisma +5 [B]Skills[/B] Acrobatics +6, Arts & Crafts +3, Athletics +3, Mechanics +2, Perception +3, Stealth +6, Survival +3 [B]Languages[/B] English, Farsi [B]Equipment Proficiencies[/B] Basic, Advanced, Historical [B]Passive Perception[/B] 13 [B]Proficiency Bonus[/B] +3 [B]Special Feature, On Edge:[/B] Can reroll initiative once whenever you’d roll for it. [B]Special Feature, Radiation Exposure:[/B] Gain minor beneficial mutation of choice (long arms). [B]Talents[/B] [I]Advanced Combat Training:[/I] Can attack two times instead of once when taking the Attack action. [I]Charm:[/I] roll influence die and add it to a rolled Charisma check before determining the result. [I]En Garde:[/I] Add Charisma modifier to initiative rolls. [I]Precision:[/I] Add additional damage die to melee attacks with finesse weapons, can’t be applied to bonus action attacks. +1 Defense when wielding finesse weapons. [B]Tricks[/B] [I]Disarming Strike:[/I] add influence die to damage of a successful hit, target drops a held item if they fail a Strength save. [I]Flèche:[/I] Add influence die to melee weapon attack before determining the result. Target is Distracted by you until the end of their next turn regardless of whether you hit or miss. [I]Lunge:[/I] Can expend one Influence Die when making a melee attack. Add the Influence Die’s damage twice if you hit. [I]Tripping Strike:[/I] add influence die to damage of a successful hit, targets falls Prone if they fail a Strength save. [B]Feats[/B] [I]Tough Hero Training (2nd level, Major):[/I] Gain Damage Reduction 3 against all damage types. Once per turn gain +2 to hit against someone who hit you. [I]Scrapper Training (4th level, Major):[/I] Gain Advanced Equipment proficiency, enemies provoke opportunity attacks when leaving reach even when taking Disengage action, enemies provoke opportunity attacks within your reach when they attack one of your allies besides yourself. [I]Fast Hero Training (6th level, Major):[/I] Gain Stealth proficiency, can Dash or Disengage as a bonus action, gain advantage on Athletics checks to Gain Ground during a foot chase. [B]Mutations[/B] [I]Long Arms:[/I] reach with melee weapons and special attacks is increased by 5 feet, can reach objects 5 feet farther away than normal. [B]Cybernetics[/B] Maximum Strain is 6. [I]Extension Arm (replaces arm, 2 Strain):[/I] Can take 3 forms as a bonus action. Normal has no special effect, Long increases melee reach by 5 feet, Very Long increases melee reach by 10 feet but cannot wield weapons or make effective attacks but can still grapple, shove, and trip opponents with that arm as well as grab/reach distant objects. [I]Power Legs (replace legs, 2 Strain):[/I] +10 movement speed, +2 maximum Bulk, advantage on Athletics checks in a foot chase, gain a Power Leg attack. [I]Wheeled Feet (replaces feet, 2 Strain):[/I] +20 movement speed when not on difficult terrain or wearing footwear, gain advantage on Athletics and Endurance checks in a foot chase when running over smooth terrain. [B]Equipment:[/B] Fake ID, loose-fitting hoodie, sunglasses, old shovel, mining helmet with headlamp, Light Ballistic Vest (2 AV), Pump-Action Shotgun (2 Bulk), Whip (1 Bulk) [B]Attacks[/B] [I]Pump-Action Shotgun +6:[/I] 2d6+3 ballistic; Range 200/400; 9 Rounds; Reload Action; PV 3; Properties Loud, Shot, Two-Handed; Bulk 2 [I]Unarmed Strike +6:[/I] 2d4+2 bludgeoning: PV 1; Properties Finesse, Light, Special; Bulk - [I]Whip +6:[/I] 2d4+3 slashing; PV 0; Properties Finesse, Reach 20 feet (25 with Extension Arm’s Long mode); Bulk 1 [B]Level Up Choices[/B] 8th Level: Feats: Ability Score Training x2 (Dexterity, Minor) 9th Level: Tricks: Parry 10th Level: Feats: Ability Score Training x2 (Dexterity, Minor) [B]Details:[/B] This build was made to see how much I can min-max the reach of melee weapons, and ended up with an impressive 25 feet! The Whipmaster is a speedy melee-focused build for battlefield control: their cybernetics are designed to help them get around the battlefield with ease, further enhanced by their ability to Dash as a bonus action via Fast Hero Training. In non-difficult terrain they can easily clear 120 feet while still having a main Action to spare. I still gave them a shotgun as a backup weapon for when they can’t reach enemies at all. Scrapper Training was taken to allow them to more or less ignore the Disengage ability and to smack down enemies who decide to fight someone other than them. The Punisher feat looked tempting as it’s the only non-multiclass feat that gives more ways to trigger opportunity attacks, but as they only do so for adjacent opponents it’s not ideal for reach weapon builds. The Duelist feature works nicely with this build, for it increases the whip’s meager damage to a more respectable 2d4, and most of the tricks are designed to be used on top of a melee attack without costing an action of their own. So not only can the Whipmaster deal a damaging opportunity attack, they may also disarm, distract, trip, or damage their opponent even further! [/QUOTE]
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