QQ&A: How do you make whips cool?

Whips.

In real life, they’re awesome.

In D&D, though, they’re one of the more underwhelming weapons.

For a game that runs on the Rule of Cool more often than not, this seems like a shame.

So let’s fix that.

You could bump up the damage, maybe add some magic to it.

But you could also get creative with it and make the whip a low-damage but unique weapon.

Here are three simple ways to make the whip unboring.

Add area denial

Consider how rapiers, battleaxes and crossbows work.

You pick a target, then take a swing or a shot.

With a whip, you do the same thing.

But in between those attacks, it’s dancing all over the place.

If you approach someone wielding a longsword from an angle, they won’t sit there and take it. They’ll pivot to meet your advance.

With a whip, it’s different.

I doubt they can change direction at the speed of thought… but they look like they can. They flow through the air in curls and arcs, lashing out in unpredictable ways. Watch experts fighting with whips - it’s hard to see an opening in their defences. Worse, it’s easy to spot many moments that look like openings but aren’t.

How does this work mechanically?

I have two thoughts. Using both would be overpowered though.

The first is to let someone with a whip take opportunity attacks on enemies who come within five feet.

I like the second idea more:

Any enemy within ten feet of someone with a whip has disadvantage on attacks that don’t include the person with the whip.

Think about it: how distracting would it be to attack someone while someone else is flinging a whip around?

Make it distracting

That loud crack is startling, even if it doesn’t hit you.

Build that into the stats. If an attack with a whip misses you, you still have to make a Concentration check for your spells. If it hits, make the check with disadvantage.

Give it some Indiana Jones flair

Maybe the whip isn’t just a weapon.

Maybe it’s a mobility tool too.

If you’re in a suitable environment (a tavern with low crossbeams, a forest with low branches) you can spend your action to swing from your whip over the ground. You could move as if flying in a straight line. If you hit an enemy, make it a bludgeoning attack with a chance to knock them back/prone.

Really amp up the Rule of Cool factor here.

You know, this was fun. I’m tempted to do this with all the weapons in the PHB - give each of them some unique traits that make them worth using.

In you want to know if and when I do that, be sure to be on my email list. You won’t miss it, plus you’ll get some other cool goodies too.

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