Whip
D&D 5e · 2014·Weapons·No attunement
Base weapon damage before your ability modifier. Use the calculator to include hit chance and critical hits.
Damage calculator
Hit chance
55%
Expected damage / attack
3.15
Attack bonus
+5
Average normal hit: 5.5 · Average critical hit: 8 · Critical chance: 5%.
- Category
- Martial weapon
- Damage type
- Slashing
- Reach
- 10 ft.
- Magic attack bonus
- +0
- Weight
- 3 lb
- Attunement
- Not required
- Rarity
- Nonmagical
- Price
- 2 GP
Calculator assumptions & rules
One attack against a creature. Natural 1 misses; natural 20 hits and doubles damage dice, not flat modifiers. Expected damage includes misses and critical hits. Advantage uses the higher of two d20s; Disadvantage uses the lower. Magic bonuses shown on the item are counted once.
Uses only the weapon’s ordinary hit and the listed on-hit extra dice, when enabled. Class features, Sneak Attack, fighting styles, mastery effects, damage on a miss, special critical-hit effects, ongoing damage, resistance and immunity are excluded. Check the full rules below for additional effects.
Changing calculator inputs does not change the item’s rules or create a new page URL.
Using Whip
- Strength or Dexterity can drive this martial weapon’s attack and damage rolls. Add your proficiency bonus to the attack roll only if you are proficient.
- The base 1d4 weapon damage averages 2.5 before your ability modifier and extra effects. Hit chance matters too: compare expected damage per attack rather than the die alone.
- Finesse and 10-foot reach let a Dexterity-based melee character attack beyond the usual 5 feet. Positioning is its advantage; compare the damage die with other Finesse weapons below.
Martial melee weapon. Damage: 1d4 slashing, before the applicable ability modifier. Properties: Finesse, reach.
Full item details & properties
Rules for this edition
- Proficiency
- A martial melee weapon; proficiency allows adding your Proficiency Bonus to its attack rolls.
Weapon details
- Damage
- 1d4 slashing
- Weapon class
- Martial Melee
- Additional reach
- 5 ft.
Properties
Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Reach
This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Tags & related references
Compare alternatives
Same edition, using your calculator inputs above. Special properties and character features can change the choice.
Same base weapon; compare its bonuses and rarity
Whip (+2)5 expected damage / attack65% hit chance1d4 +2 slashing · +2 magic attack · 10 ft. reachNot specified · 3 lbSame base weapon; compare its bonuses and rarity
Rapier4.35 expected damage / attack55% hit chance1d8 piercing · +0 magic attack · 5 ft. reach25 GP · 2 lbBoth use Finesse; compare reach and damage
Scimitar3.75 expected damage / attack55% hit chance1d6 slashing · +0 magic attack · 5 ft. reach25 GP · 3 lbBoth use Finesse; compare reach and damage
Ordinary attacks only. Matching extra-damage conditions follow your input; alternatives keep their default bonus allocation.
Whip FAQ
Does Whip require attunement?
No. This entry does not require attunement; follow its activation and use rules.
Is the listed price a guaranteed purchase price?
The listed price is a reference from this catalogue entry. Availability and the final price depend on your game and GM.