Tldr; Tasha's Mind Whip can really help you come up with great tactics:
Tasha's mind whip is a 2nd level enchantment spell able to be cast by wizards and sorcerers.
1 action to cast 90 ft range Verbal components Duration 1 round
This spell is so good.
First, you deal a little bit of damage. Wether the creature succeeds their saving throw or not, they're going to take some damage. It's not a lot, but it's psychic damage, which is the third best damage type in the game and rarely resisted.
Second, the range is 90 feet, which fantastic.
Third, it requires an intelligence saving throw which is my preferred ability to target for a saving throw. Most creatures throughout all levels of play have abysmal intelligence saves, so this is far more likely to land than, say, a spell that targets constitution.
If the creature fails their saving throw, they can't take reactions until the end of their next turn. Plus, on their turn, they only get a move, an action, or a bonus action. They only get to pick one of the three. This is so good for control. At first glance, you might think "well this isn't that bad if a creature has 3 attacks and is locked down with the fighter and the barbarian it can still do what it was going to do. "
But the fact is, since it can't take reactions it can't make attacks of opportunity. So if the barbarian and the fighter are up in melee with the creature, they can beat it down and then move away. Next turn, the creature has a choice. Use a ranged attack if it has one, or move up to the fighter and barbarian. If it moves, it can't attack on that turn. So it's really just setting itself up for more beat down.
This spell is good because it severely forces a creature to rethink its tactics for a round. Not only that, but depending on the creature, it can highly impair their action economy, turning the tide in a combat. The spell only lasts 1 round, but with combats normally lasting 3-4 rounds, that means that for 25-33 % of the combat the creature can't do what it intended to do.
It also helps you come up with interesting new tactics. Have the barbarian knock the creature prone and when you cast mind whip on them they will either have to take a beatdown with your allies getting advantage, or waste their turn just standing up. Knokcing a target prone is a great way... keep reading on reddit ➡
1997 ALDS vs Orioles, Game 1 (lost 9-3): 5 IP, 5 ER, 7 H, 4 BB, 3 K
1997 ALDS at Orioles, Game 4 (lost 3-1): 8 IP, 3 ER, 7 H, 2 BB, 13 K
2001 NLDS vs Cardinals, Game 2 (lost 4-1): 8 IP, 3 ER, 6 H, 2 BB, 9 K
2002 NLDS vs Cardinals, Game 1 (lost 12-2): 6 IP, 5 ER (6 R), 10 H, 2 BB, 4 K
Big Unit won the battle, the Birds won the war.
I love mayonnaise and use it a lot. But there are certain dishes where I prefer the sweet tangy goodness of Miracle Whip. Specifically BLTs, deviled ham sandwiches and macaroni salad.
When do you prefer to use Miracle Whip over mayonnaise?
Hello everyone! This is my first release after a very very long time: "All about that whip!". I am very happy to expand this weapon since there is a lot of players that want to create a character around it. You can find it and its FREE Full-sized preview so you can check it out before you decide to support here:
Inside it you will find :
- 3 New whip based subclasses: The order of the chained (Blood Hunter), the Dominion Domain (Priest) and the Whip master (Rogue).
- 2 New feats: The whip master and The tamer.
- 2 New weapons: The Cat 'o nine tails and the chain whip.
- 11 New magic items including an artifact
- 4 Monster stat blocks based on the whip weapon
Any feedback in the comments is really appreciated and I will welcome any conversation about this often overlooked weapon ^_^
Thank you all for the support !
At least the questions at the back end of the rotation appear answered...... for now.
Basically wondering what build works best for a 10th level melee character whose main weapon is a whip.
I quite like the reach aspect of the whip and am looking for a build that can use it to keep enemies at bay and keep out of harm's way. I imagine the character being quite mobile and adept at out-maneuvering foes, kind of like a lion tamer though open to any and all ideas.
Is Rogue basically a necessary part of any effective build, for the finesse sneak attack damage?