*Weapon, Legendary(requires attunement)*
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You gain a +2 bonus to attack and damage rolls made with this magic weapon.
As a bonus action, you can switch the weapon between a longsword or a whip. Depending on what mode the weapon is in, you can use different properties of the magic weapon.
**Whip.** When you hit a creature with the whip, you can mark them as your thrall for 1 minute. You can mark multiple creature at the same time, up to your proficiency bonus.
A marked creature kneels down and submits to your will, suffering the following effects:
* They are <abbr title="A prone creature’s only movement option is to crawl unless it stands up and thereby ends the condition. The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.">prone</abbr> while they kneel.
* Their speed becomes 0 and they cannot benefit from any bonus to their movement.
* They suffer the <abbr title="A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature.">charmed</abbr> condition.
At the end of their turn, a marked creature can make a DC 16 Charisma saving throw to end the effect.
**Longsword.** When you hit a marked creature with the longsword, you can choose to deal half of the damage dealt to the target to all other creatures you have marked. If you do so, the target loses your mark. If you roll a critical hit on your attack, you may choose to release all marked creatures to deal the full damage to each of them.
As an action, you can burn the mark on one of your marked creatures, causing 2d6 psychic damage. When you do this, you can command the marked creature as if under effect of the Command spell.