The Whiplash rogue combines dexterous mastery and battlefield control through the use of an Improved Whip, overwhelming foes with tactical precision and creative maneuvers. Their whip isn’t just a weapon—it’s a versatile tool of control, utility, and devastation.

Level 3: Whip Craft

You gain proficiency in Leatherworker’s Tools and Weaver’s Tools.

You can craft improved whips during a short rest by using 10ft of rope and a whip.

You can use the improved whip as a weapon or as a 15ft rope for utility purposes (climbing, tying objects, etc). The Improved Whip cannot be used as a weapon when it is being used as a rope, and vice versa.

Level 3: Improved Whip

You gain proficiency in Whips . When you use an Improved Whip as a weapon, its damage die becomes 1d6, and its Reach property improves to become +10 feet.

When you land an attack with an Improved Whip, you can grapple the target as a bonus action (Dexterity save, DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). You can also make a Sneak Attack as part of that grapple.

You make the grapple check with advantage while mounted.

You can make Sneak attacks against grappled targets, unless you have disadvantage on the attack roll.

Level 9: Whip Maneuvers

You can perform maneuvers with your Improved Whip by spending some of your Sneak Attack dice after a successful attack. You can perform one maneuver per turn.

Disarm (1d6). The target must succeed on a Strength saving throw against your maneuver DC or drop one held object of your choice. As a bonus action, you can pull the object toward you.

Trip (2d6). The target must succeed on a Dexterity saving throw or be knocked prone.

Your Maneuver save DC is equal to 8 + your proficiency bonus + your Dexterity modifier. If you are attacking while mounted, the target has disadvantage on saving throws against your maneuvers.

Level 13: Improved Whip Technique

Your Improved Whip gains additional utility and combat enhancements:

  • The Reach property increases to 15 feet.

  • You can attack targets around corners and ignore half cover.

  • Its utility as a rope increases to 20 feet in length.

You learn additional Whip Maneuvers:

Blind (2d6). The target must succeed on a Constitution saving throw or be blinded until the end of their next turn. The target must rely on sight to be affected.

Pull (3d6). The target must succeed on a Strength saving throw or be pulled to a location within your reach. This movement triggers opportunity attacks.

Flick (1d6+). You make an additional attack with disadvantage. On a hit, you deal your weapon damage plus the expended Sneak Attack dice.

Level 17: Whip Master

Your mastery over whips allows you to have more precise control when attacking within range:

Wrangle. You can grapple a creature with your Improved Whip as part of the Attack action.

Malleable Whip. You can hit up to two creatures with your whip attacks, as long as both targets are within the whip’s range. You can divide the range into 5-foot increments in any shape, as long as they are connected. When you deal Sneak Attack damage to one target, the second target takes half the Sneak Attack damage. Maneuvers can only target one creature.

You also learn a new maneuver:

Choke (6d6). The target must succeed on a Constitution saving throw or fall unconscious for 1d4 + 1 turns. The target can repeat the saving throw at the end of each of its turns to regain consciousness. It makes the saving throw with disadvantage if it is grappled by you.