Gastronomie
2016-03-04, 01:25 AM
Got the original idea from this thread (http://www.giantitp.com/forums/showthread.php?480364-Unique-Weapons), though it might not be what the topic creator was originally intending.
Basically, the idea is that a lot of campaigns are low-magic, or even if they’re mid or high-magic, low-level characters still can’t get many magical weapons in 5e. But some players could get frustrated by the lack of “unique weapons”, except bland +1’s and stuff like that.
So I’m creating these as a method for the DM to distribute weapons that are “unique”, and yet not magical. These are weapons low-level characters may obtain through great deeds and adventures. Or perhaps, by looting from powerful NPCs.
Creating the unique weapons listed below requires advanced forging skills, and as so, most blacksmiths do not sell them in normal circumstances (some do, though. The Dungeon Master can choose where they are sold, as well as whether they are purchasable by the starting money given to the characters. A DM can also let a character choose one of these weapons as his starting gear, if he has a sufficient backstory. When doing so, it is recommended that the DM nerf him in some way or another to balance him out, perhaps by not letting him take any other weapons as starting gear, for example). An adventurer can obtain them from only skilled blacksmiths, or a particular blacksmith willing to do a favor for the adventurers.
Flamberge
Cost: 200gp
Damage: 1d8 slashing
Weight: 3lb.
Versatile. This weapon can be used with one or two hands. When the weapon is used with two hands to make a melee attack, the damage increases to 1d10 slashing.
Painful Wound. When this weapon inflicts damage, the maximum hit points of the target decreases by half of the inflicted damage. If the target has resistance to slashing damage, or does not have vital organs (as in the case with most Undead and some Constructs), it is immune to this effect. This effect lasts for 72 hours, or until the target is healed by a spell of Level 3 or higher. A successful Wisdom (Medicine) check of DC 20 can also remove this effect after a long rest.
The flamberge is a specially crafted longsword with a wavy blade, resembling a tongue of flame in shape. The flamberge’s unique shape allows it to cut its victims’ internal flesh into small shreds, making it difficult for the wound to heal. In even grim cases, the victim may suffer tetanus and die a terrible death.
The flamberge is feared as a weapon of anguish, and as so, those of goodwill may refrain from its use. It is best suited for a Paladin of Vengeance, a Berserker Barbarian, a Death Cleric, an Oathbreaker, and other characters that do not care of their enemies’ pain, or may even feel glee from it. However, others view the flamberge as a work of fabulous art and craftsmanship, due to its beautiful shape.
Variant: Masterwork Flamberge - Costs 350gp. This flamberge decreases the maximum hit points of the target by an amount equal to the damage inflicted by its attack.
Swordbreaker
Cost: 150gp
Damage: 1d6 piercing
Weight: 2lb.
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.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.
Break Blade. When performing an attack with the Swordbreaker, the wielder may choose to attack a light and/or finesse, non-magical blade the target is holding, instead of the target itself. The AC of that blade is treated as 18, or higher if the Dungeon Master deems otherwise. If the attack is successful, the blade is broken, and from then on inflicts only half the original damage. You may attempt this ability only once per turn.
The swordbreaker is a special shortsword with small slots on one side much like the teeth of a comb, designed to be able to break an enemy’s sword by locking it in-between the slots and then proceeding to twist the swordbreaker with powerful force. This technique requires much skill, however, and may prove to be difficult in actual combat.
Trident Dagger
Cost: 150gp
Damage: 1d4 piercing
Weight: 2lb.
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.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.
Trap Blade. When the wielder of this blade is targeted by a melee attack, he may choose to use his Reaction to increase his AC by an amount equal to his proficiency bonus against just that one attack.
The Trident Dagger is a small, hand-held weapon with a portion of the blade on each side springing outwards, three directions in total. This creates a dagger capable of trapping blades securely and easily.
Horse-Cutter
Cost: 200gp
Damage: 2d6 slashing
Weight: 8lb.
Two-Handed. This weapon requires two hands to use.
Extremely Heavy. Only those with a Strength score of 17 and higher can wield this sword. Others cannot even hope to hold it in their hands.
Slay Mount and Rider. When the wielder attacks a creature mounted upon another creature, or a creature upon which another creature is riding, he has advantage on the attack roll. Also, when the attack hits, inflict damage to both the mount and the rider. This abilty cannot be activated unless both the rider and the mount are within 5 feet of the wielder, and the AC of the original target is equal to or higher than the AC of the other creature that is going to be damaged.
Slay Large Enemies. When the wielder rolls a Critical against a creature of size Large or larger, one of the target’s limbs is lopped off, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.
The Horse-Cutter is an especially large Greatsword specialized in slaying mounts and large creatures, wieldable by only the most powerful and formidable warriors.
Stiletto
Cost: 150gp
Damage: 1d4 piercing
Weight: 2lb.
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.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.
Strike of Mercy. When you attack with the Stiletto against a Prone target with half of its original hit points or lower and succeeds, the attack is treated as a Critical Hit.
Rest In Peace. When you score a Critical Hit with this weapon, the dice damage is 2d6 instead of 2d4.
The Stiletto is a unique shortsword originally used by warriors to finish off a fallen or severely wounded heavily armored opponent. The needle-like blade could easily penetrate most mail or find its way through gaps in a knight's plate armor, and was narrow enough to pass through the eye slits of the helmeted knight. A severely wounded opponent, who was not expected to survive, would be given a "mercy strike" using the stiletto.
Comments and constructive criticism greatly appreciated.
Basically, the idea is that a lot of campaigns are low-magic, or even if they’re mid or high-magic, low-level characters still can’t get many magical weapons in 5e. But some players could get frustrated by the lack of “unique weapons”, except bland +1’s and stuff like that.
So I’m creating these as a method for the DM to distribute weapons that are “unique”, and yet not magical. These are weapons low-level characters may obtain through great deeds and adventures. Or perhaps, by looting from powerful NPCs.
Creating the unique weapons listed below requires advanced forging skills, and as so, most blacksmiths do not sell them in normal circumstances (some do, though. The Dungeon Master can choose where they are sold, as well as whether they are purchasable by the starting money given to the characters. A DM can also let a character choose one of these weapons as his starting gear, if he has a sufficient backstory. When doing so, it is recommended that the DM nerf him in some way or another to balance him out, perhaps by not letting him take any other weapons as starting gear, for example). An adventurer can obtain them from only skilled blacksmiths, or a particular blacksmith willing to do a favor for the adventurers.
Flamberge
Cost: 200gp
Damage: 1d8 slashing
Weight: 3lb.
Versatile. This weapon can be used with one or two hands. When the weapon is used with two hands to make a melee attack, the damage increases to 1d10 slashing.
Painful Wound. When this weapon inflicts damage, the maximum hit points of the target decreases by half of the inflicted damage. If the target has resistance to slashing damage, or does not have vital organs (as in the case with most Undead and some Constructs), it is immune to this effect. This effect lasts for 72 hours, or until the target is healed by a spell of Level 3 or higher. A successful Wisdom (Medicine) check of DC 20 can also remove this effect after a long rest.
The flamberge is a specially crafted longsword with a wavy blade, resembling a tongue of flame in shape. The flamberge’s unique shape allows it to cut its victims’ internal flesh into small shreds, making it difficult for the wound to heal. In even grim cases, the victim may suffer tetanus and die a terrible death.
The flamberge is feared as a weapon of anguish, and as so, those of goodwill may refrain from its use. It is best suited for a Paladin of Vengeance, a Berserker Barbarian, a Death Cleric, an Oathbreaker, and other characters that do not care of their enemies’ pain, or may even feel glee from it. However, others view the flamberge as a work of fabulous art and craftsmanship, due to its beautiful shape.
Variant: Masterwork Flamberge - Costs 350gp. This flamberge decreases the maximum hit points of the target by an amount equal to the damage inflicted by its attack.
Swordbreaker
Cost: 150gp
Damage: 1d6 piercing
Weight: 2lb.
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.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.
Break Blade. When performing an attack with the Swordbreaker, the wielder may choose to attack a light and/or finesse, non-magical blade the target is holding, instead of the target itself. The AC of that blade is treated as 18, or higher if the Dungeon Master deems otherwise. If the attack is successful, the blade is broken, and from then on inflicts only half the original damage. You may attempt this ability only once per turn.
The swordbreaker is a special shortsword with small slots on one side much like the teeth of a comb, designed to be able to break an enemy’s sword by locking it in-between the slots and then proceeding to twist the swordbreaker with powerful force. This technique requires much skill, however, and may prove to be difficult in actual combat.
Trident Dagger
Cost: 150gp
Damage: 1d4 piercing
Weight: 2lb.
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.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.
Trap Blade. When the wielder of this blade is targeted by a melee attack, he may choose to use his Reaction to increase his AC by an amount equal to his proficiency bonus against just that one attack.
The Trident Dagger is a small, hand-held weapon with a portion of the blade on each side springing outwards, three directions in total. This creates a dagger capable of trapping blades securely and easily.
Horse-Cutter
Cost: 200gp
Damage: 2d6 slashing
Weight: 8lb.
Two-Handed. This weapon requires two hands to use.
Extremely Heavy. Only those with a Strength score of 17 and higher can wield this sword. Others cannot even hope to hold it in their hands.
Slay Mount and Rider. When the wielder attacks a creature mounted upon another creature, or a creature upon which another creature is riding, he has advantage on the attack roll. Also, when the attack hits, inflict damage to both the mount and the rider. This abilty cannot be activated unless both the rider and the mount are within 5 feet of the wielder, and the AC of the original target is equal to or higher than the AC of the other creature that is going to be damaged.
Slay Large Enemies. When the wielder rolls a Critical against a creature of size Large or larger, one of the target’s limbs is lopped off, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.
The Horse-Cutter is an especially large Greatsword specialized in slaying mounts and large creatures, wieldable by only the most powerful and formidable warriors.
Stiletto
Cost: 150gp
Damage: 1d4 piercing
Weight: 2lb.
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.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.
Strike of Mercy. When you attack with the Stiletto against a Prone target with half of its original hit points or lower and succeeds, the attack is treated as a Critical Hit.
Rest In Peace. When you score a Critical Hit with this weapon, the dice damage is 2d6 instead of 2d4.
The Stiletto is a unique shortsword originally used by warriors to finish off a fallen or severely wounded heavily armored opponent. The needle-like blade could easily penetrate most mail or find its way through gaps in a knight's plate armor, and was narrow enough to pass through the eye slits of the helmeted knight. A severely wounded opponent, who was not expected to survive, would be given a "mercy strike" using the stiletto.
Comments and constructive criticism greatly appreciated.