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Whip
Exotic One-Handed Melee
Critical: ×2
Range Increment:
Type: Slashing
Hardness: 2
Size Cost1 Damage Weight1 hp1
Fine * * *
Diminutive * * *
Tiny * 1 * *
Small 1 gp 1d2 1 lb. *
Medium 1 gp 1d3 2 lb. *
Large 2 gp 1d4 4 lb. *
Huge * 1d6 * *
Gargantuan * 1d8 * *
Colossal * 2d6 * *
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

Description[]

A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.

You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.

When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you.

Enhancements[]

Whip Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Leather 1 gp 301 gp 2 *
Adamantine n/a n/a n/a
Deep Crystal 1,001 gp 10 * Psionic
Mundane Crystal 301 gp 8 * No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold n/a n/a n/a n/a
Mithral n/a n/a n/a
Silver, Alchemical n/a n/a n/a n/a
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. For values marked with an asterisk, the SRD gives neither this value nor a means to determine it.
Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional hp2
+1 +2,000 gp +2 +10
+2 +8,000 gp +4 +20
+3 +18,000 gp +6 +30
+4 +32,000 gp +8 +40
+5 +50,000 gp +10 +50
+6 +72,000 gp3 +12 +60
+7 +98,000 gp3 +14 +70
+8 +128,000 gp3 +16 +80
+9 +162,000 gp3 +18 +90
+10 +200,000 gp3 +20 +100
+11 or more + bonus × bonus
× 20,000 gp
+ enhancement bonus × 2 + enhancement bonus × 10
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

See Also[]



Back to Main PageSystem Reference DocumentWeapons

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