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A Number of Homebrew Weapons (PEACH)

King Nate

First Post
I've been working on my homebrew campaign and created these weapons for it. A couple you might have seen before, PEACH Thanks.

Bolas (Superior Ranged One-Handed Weapon)
Prof.: +2
Damage: 1d3
Range: 3/6
Price: 5gp
Weight: 2lbs.
Group: Bolas
Properties: Heavy Thrown, Trip

Boomerang (Military Ranged One-Handed Weapon)
Prof.: +2
Damage: 1d3
Range: 15/30
Price: 1gp
Weight: 1/2lb.
Group: Light Blade
Properties: Light Thrown, Returning

Fukimi-bari (Military Ranged Weapon)
Prof.: +3
Damage: 1d2
Range: 1/2
Price: 1gp
Weight: 1/10lb.
Search DC: 35
Group: Light Blade
Properties: Weak, Hands-free, Load Minor, Exotic, Hidden, Triple Attack

Longstaff (Superior Melee Double-Weapon)
Prof.: +2
Damage: 1d6/1d6
Price: 15gp
Weight: 6lbs.
Group: Staff
Properties: Defensive, Off-hand, Protected

Lute-Bow (Military Ranged Two-Handed Weapon)
Prof.: +2
Damage: 1d6
Range: 5/10
Price: 250gp (500gp)
Weight: 5lbs.
Search DC: 30 (35)
Group: Bow
Properties: Hidden, Load free, Small

Shillelagh (Simple Melee One-Handed Weapon)
Prof.: +2
Damage: 1d4
Price: 5gp
Weight: 2lbs.
Group: Mace
Properties: Brutal (1)

Swordcane (Superior Melee One-Handed Weapon)
Prof.: +2
Damage: 1d6
Price: 60gp (120gp)
Weight: 3lbs.
Search DC: 25 (30)
Group: Light Blade
Properties: Hidden

Weighted Cloak (Simple Melee One-Handed Weapon)
Prof.: +2
Damage: 1d6
Price: 95gp (190gp)
Weight: 5lbs.
Search DC: 25 (30)
Group: Flail
Properties: Versatile, Hidden

Whip (Superior Melee One-Handed Weapon)
Prof.: +3
Damage: 1d4
Price: 30gp
Weight: 4lbs.
Group: Flail
Properties: Range, Trip, Grab, Rope, Exotic


Group
Bolas: Throwing weapon consisting of two heavy wooden spheres on the end of interconnected cords, designed to entangle legs. If thrown with enough force might even inflict damage.

Properties
Exotic: Because of the extreme awkwardness or uniqueness to use this weapon you can only use it to perform basic attacks or abilities listed under its Property value.
Hands-free: You do not need the use of your hands to use this weapon.
Hidden: Hidden weapons also have a Search DC rating. Anyone who fails a Perception check against this rating does not recognize these items as weapons.
Grab: You can perform a grab action with this weapon. Unlike normal, you can use this weapons modifier for the grab attempt. You deal no damage when making a grab with this weapon.
Protected: Proficient users employing the total defense combat maneuver does not grant combat advantage to creatures flanking it until the start of the users next turn.
Returning: On a missed attack roll, a proficient user can make the thrown weapon return to the original square it was thrown from, at the end of their turn. If the user has a hand free, they may catch the weapon as a free action.
Rope: As a standard action, this weapon may be used as a 5 foot rope that can attach itself to small beams, poles, chandeliers, etc.
Trip: On a successful hit against a Medium size or smaller creature using a basic attack with this weapon, you may, instead of doing damage, have the opponent succeed on a Dexterity or Strength check opposed by your Strength check or fall prone.
Triple Attack: You may make up to three basic attacks with this weapon instead of one basic attack.
Weak: This weapon does not add any Strength or Dexterity modifiers to the damage.

Weapon Description
Weighted Cloak: This cloak has an unusually thick lining at the bottom, which is filled with lead shot, a thin chain, or some other weight. When held with the other end wrapped around the hand, it can be wielded much as a flail.

Lute-Bow: The upper layer of wood to which the strings are attached can be rotated with a standard action, so that the strings now lie perpendicular to the lute itself. The wood and the strings are treated to offer extra strength and resistance, allowing them to flex like a bow. Although it is held horizontally, like a crossbow, it is a hand-fired weapon, so it resembles a shortbow in usage.

Swordcane: This is the classic “rapier hidden in a cane.”


New Feat
Exotic Power
Prerequisite: Trained in a weapon with the exotic property.
Benefit: Choose one weapon with the exotic property that you are proficient with, you can use that weapon as if it did not have the exotic property.
 

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Nice! These are some cool weapon ideas!

Here are my comments:

Trip: Making an opponent fall prone is a pretty powerful effect since it grants combat advantage. In my opinion, that's a bit too strong for a basic attack (compare to the Surprise Knockdown feat, which grants a knockdown in limited circumstances). Instead, I'd suggest making this property immobilize the target until it makes a saving throw, to simulate having its legs tangled. Also, 4E no longer has opposed raw stat checks -- I'd make this a Str vs. Reflex check instead.

Bolas: With a weaker trip effect, I'd bump up the damage to 1d4 and the range to 5/10 (5/10 seems to be the minimum for thrown weapons).
Boomerang: Increase damage to 1d4. I'd say the reduced damage is a decent tradeoff for the range and effect, using the handaxe as a comparison.
Fukimi-bari: Ah, yes, the famous spitting needles. I'd definitely make it a superior weapon since it's so strange and exotic. I like the triple attack for flavour, but rolling 3d2 is pretty annoying -- I'd just make the damage a flat 2 points. Magical fukimi-bari could do a fair amount of damage since the enhancement bonus would affect each projectile, but I think the limited range and lack of stat bonus to damage would prevent abuse.
Swordcane: A bit weak for a exotic weapon. Since it's a shorter rapier, I'd give it +3 proficiency bonus, like the standard rapier.
Whip: I believe the property name is "reach", not "range".
 

Thanks for the feedback, it’s nice to actually have constructive criticism instead of someone bashing everything you post. I’ve taken a look at your suggestions and some of the suggestions from other boards that I posted on and made the following adjustments to the weapons.

Bolas (Superior Ranged One-Handed Weapon)
Prof.: +2
Damage: 1d3
Range: 3/6
Price: 5gp
Weight: 2lbs.
Group: Bolas
Properties: Heavy Thrown, Tangle

Changed Trip to Tangle. I want to keep the 3/6 range because I feel that it takes more skill to use this weapon thus a reduced range is needed to make the ability effectively.

Fukimi-bari (Military Ranged Weapon)
Prof.: +3
Damage: 1
Range: 1/2
Price: 1gp
Weight: 1/10lb.
Search DC: 35
Group: Light Blade
Properties: Weak, Hands-free, Load Minor, Exotic, Hidden, Triple Attack

Changed damage from 1d2 to 1. It was suppose to be 1 I don’t know how it became 1d2.

Lute-Bow (Military Ranged Two-Handed Weapon)
Prof.: +2
Damage: 1d6
Range: 5/10
Price: 250gp (500gp)
Weight: 5lbs.
Search DC: 30 (35)
Group: Bow
Properties: Hidden, Load free, Small, Similar (short bow)

Added Similar.

Shillelagh (Simple Melee One-Handed Weapon)
Prof.: +3
Damage: 1d4
Price: 5gp
Weight: 2lbs.
Group: Mace
Properties: Brutal (1)

Increased the Prof. to +3

Swordcane (Superior Melee One-Handed Weapon)
Prof.: +2
Damage: 1d6
Price: 60gp (120gp)
Weight: 3lbs.
Search DC: 25 (30)
Group: Light Blade
Properties: Hidden, Similar (rapier)

Added Similar, the idea is to have a weaker version of the weapon because the hidden property makes using the weapon not as effective.

Weighted Cloak (Simple Melee One-Handed Weapon)
Prof.: +2
Damage: 1d6
Price: 95gp (190gp)
Weight: 5lbs.
Search DC: 25 (30)
Group: Flail
Properties: Versatile, Hidden, Similar (flail)

Added Similar.

Whip (Superior Melee One-Handed Weapon)
Prof.: +3
Damage: 1d4
Price: 30gp
Weight: 4lbs.
Group: Flail
Properties: Reach, Tangle, Rope, Exotic

Changed Trip to Tangle, removed Grab since Tangle now does what I wanted Grab to do.


Similar (weapon): If you have a proficiency with the weapon listed then you are also considered to have a proficiency with this weapon.
Tangle: With this weapon you have the option to make a basic attack using Str. Vs Reflex instead of a normal attack. A successful Str. Vs Reflex attack causes the target becomes immobilized (save ends).

The Boomerang was compared to the throwing axe and the shiruken. Increasing the damage to the boomerang makes the shiruken almost useless.
 

Magical thrown weapons return be default now so a boomerang does not do much good beyond 1st level.

With trip, I agree that alone it is too powerful but a lot of people use skill stunts to allow players to make a trip attempts so the bolas could provide a bonus to such actions. Similarly since you are using the Indiana Jones style swing from the banister whip you could give it a bonus to a skill stunt to disarm.

Just some thoughts. I especially like the Shillelagh and I think you did a good job with the longstaff.
 

Thanks. I didn't think about giving bonuses to the weapons for thinks like trip and disarm, I'll have to look into that a little more. As far as a magical boomerang being useless I disagree. It appears to be useless because of the return property, but a magical boomerang still has the advantage over any handthrown weapon when it comes to its range.
 

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