The Spinebreaker Whip is a cruel and deadly weapon favored by ratfolk slave masters to assert dominance and instill fear among their captives. Crafted with malice, this whip is long and gnarly, adorned with vicious iron thorns that tear through light armor and flesh with ease. Its mere presence evokes terror and suffering, symbolizing oppression and cruelty.
While the Spinebreaker Whip is rarely sold due to its association with ratfolk slave masters, its market value is estimated to be around 50-100 gold pieces.
Forged in the depths of ratfolk society, the Spinebreaker Whip serves as a tool of subjugation and torment. Wielded by those who revel in the suffering of others, it has become a symbol of tyranny and cruelty in the eyes of many.
Special Abilities:
- Iron Thorns: The whip's iron thorns add a brutal twist to its attacks. When you hit with an attack using the Spinebreaker Whip, the target takes an additional 1d4 piercing damage from the embedded thorns.
- Grisly Wounds: The deep cuts and punctures inflicted by the whip are difficult to heal. A creature that takes damage from the Spinebreaker Whip must make a DC 14 Constitution saving throw or suffer from a lingering wound. The creature's maximum hit points are reduced by an amount equal to the damage taken, and it cannot regain hit points from any source until it receives magical healing or a successful DC 14 Wisdom (Medicine) check is made on a short rest to stabilize the wound.
- Intimidating Presence: The Spinebreaker Whip's terrifying reputation and cruel design give the wielder advantage on Intimidation checks when brandishing or threatening to use the whip.
- Chain Mastery: When wielding the Spinebreaker Whip, you gain a +2 bonus to attack and damage rolls made with the weapon.
- Crack of Submission: As an action, you can make a special attack with the whip to instill obedience and fear. Choose a creature within the whip's reach and make an attack roll. If the attack hits, the target must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this ability, you cannot use it again until you finish a short or long rest.
Weapon Type | Damage | Properties | Mastery | Weight |
Martial Melee Weapon (Whip) | 1d6 slashing damage | Unknown, Unknown, Unknown | Unknown | 4 lbs |