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General Tabletop Discussion
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Are there 5E stats for the Hoopak?
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<blockquote data-quote="steeldragons" data-source="post: 6696610" data-attributes="member: 92511"><p>This is a good start. Make it two hands and limit the damage to d6 (bludgeoning!). They're not much longer/taller than the kender, not exactly a full "staff." OR, if you like the versatile flavor, d4(d6 with two hands). </p><p></p><p>Optionally, the wielder can use it to sling (d4? What's a sling in 5e?) with a standard sling range. This requires two hands (another reason to just universally make the weapon two handed instead of versatile).</p><p></p><p>And the whirlly bird noisemaker thing is your attack action, forces a DC8 Wis. save or breaks concentration and, for creatures that do not know the hoopak wielder, imposes the frightened condition until the noise stops or the beginning of your next turn, whichever comes first. This is dependent on hearing instead of line of sight and the save is automatic/not required if you see the kender making the noise! This also requires two hands...so, really, unless you're just looking to complicate things (reeeally like the versatile thing), make it a flat d6 bludgeoning damage for the haft and require two hands for any of its uses.</p><p></p><p>Obviously, it requires a member of the Kender race <shudder. ugh.> to properly/fully use. Non-kender can use it as a club, obviously, can attempt to sling with it at a -4 penalty to hit, and can not get it to make the noise at all.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6696610, member: 92511"] This is a good start. Make it two hands and limit the damage to d6 (bludgeoning!). They're not much longer/taller than the kender, not exactly a full "staff." OR, if you like the versatile flavor, d4(d6 with two hands). Optionally, the wielder can use it to sling (d4? What's a sling in 5e?) with a standard sling range. This requires two hands (another reason to just universally make the weapon two handed instead of versatile). And the whirlly bird noisemaker thing is your attack action, forces a DC8 Wis. save or breaks concentration and, for creatures that do not know the hoopak wielder, imposes the frightened condition until the noise stops or the beginning of your next turn, whichever comes first. This is dependent on hearing instead of line of sight and the save is automatic/not required if you see the kender making the noise! This also requires two hands...so, really, unless you're just looking to complicate things (reeeally like the versatile thing), make it a flat d6 bludgeoning damage for the haft and require two hands for any of its uses. Obviously, it requires a member of the Kender race <shudder. ugh.> to properly/fully use. Non-kender can use it as a club, obviously, can attempt to sling with it at a -4 penalty to hit, and can not get it to make the noise at all. [/QUOTE]
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Are there 5E stats for the Hoopak?
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