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Tricky Weapons & War Gear

"Sure it's quirky and collapses and whatnot, but its still a weapon at the end of the day"

~a jaded retired Armorer and Gladiator of House Gladius
NOTE: Most of these weapons and "War Gear" can be found in Flagbearer's Nations & Cannons rule book, so be sure to check them out. The rest are Homebrewed ideas of my own.

Utility

Typically used by adventurers or by "entertainers" in an arena, many are capable of wielding these weapons:
  • Artificer: Only Simple Weapons, unless they are a Battle Smith (Firearms are always an exception)
  • Barbarian: Both Simple and Martial Weapons
  • Bard: Both Simple and Martial Weapons
  • Blood Hunter: Both Simple and Martial Weapons
  • Cleric: Only Simple Weapons, unless their Divine Domain allows proficiency in Martial Weapons
  • Druid: Only Simple Weapons
  • Fighter: Both Simple and Martial Weapons
  • Monk: Only Simple Weapons, unless they take the Way of Kensei subclass or declare that Firearm their Monk Weapon
  • Paladin: Both Simple and Martial Weapons
  • Ranger: Both Simple and Martial Weapons
  • Rogue: Both Simple and Martial Weapons
  • Sorcerer: Only Simple Weapons
  • Warlock: Only Simple Weapons, unless they are Hexblade Warlocks or they take the Pact of the Blade boon and use the proper Invocation with it
  • Wizard: Only Simple Weapons

Manufacturing

Though initially designed for gladiator combat and later equipped to the Warforged during the Great Rebellion, House Gladius holds the trademark for many "quirky" weapons that are as equally useful in combat as they are entertaining to behold:
  • Collapsible: As a Bonus Action you may "collapse" or "extend" a weapon into its alternate form. The weapon takes on all Properties of that alternate form, but loses the previous form's Properties in exchange. You may use this Property multiple times but only once per Bonus Action. You may use this Bonus Action to break up your Action or your Attack.
  • Special; Bolas: A large or smaller creature hit by a Bolas is knocked prone and is unable to stand until it is freed. A creature may use its Action to make a DC 15 Strength check free itself or another creature within reach on a success. Alternatively, dealing 5 Slashing damage to the Bolas (10 AC) also frees the creature without harming it. When you use an Action. Bonus Action, or Reaction to Attack with a Bolas you may only make one Attack regardless of the number of Attack you normally take.
  • Special; Cavalry Lance: You can only make Attacks with this weapon while mounted. If you move at least 20ft before making the Attack then you may add an addition 2d4 Piercing damage to the Attack.
Name Type Cost Damage Weight Properties Range (Short/Long)
Gunstock Club Simple Melee 10gp 2d4 Bludgeoning 4lb Heavy, Two-Handed Melee
Long Knife Simple Melee 1gp 1d4 Slashing 3lb Finesse, Versatile (1d6) Melee
Spear of Collapsing Simple Melee 10gp 1d6 Piercing 4lb Thrown (range 20/60), Versatile (1d8), Collapsible (Javelin) 20ft/60ft
Spontoon Simple Melee 2gp 1d8 Piercing 6lb Two-Handed, Reach Melee
Quarterstaff of Collapsing Simple Melee 10gp 1d6 Bludgeoning 5lb Versatile (1d8), Collapsible (Club) Melee
War Spear Simple Melee 1gp 1d8 Piercing 3lb Heavy, Two-handed, Thrown 30ft/90ft
Bolas Simple Ranged 1gp 1d4 Bludgeoning 2lb Finesse, Light, Thrown, Special* 15ft/45ft
Boarding Axe Martial Melee 30gp 1d8 Slashing 3lb Heavy, Versatile (1d10), Thrown 15ft/45ft
Cavalry Lance Martial Melee 20gp 2d4 Piercing 4lb Reach, Two-Handed, Special* Melee
Cuttoe Martial Melee 20gp 1d8 Slashing 2lb Light Melee
Glaive of Collapsing Martial Melee 30gp 1d10 Slashing 7lb Heavy, Reach, Two-Handed, Collapsible (Longsword) Melee
Halberd of Collapsing Martial Melee 30gp 1d10 Slashing 7lb Heavy, Reach, Two-Handed, Collapsible (Battleaxe) Melee
  With the invention of the Black Powder and Firearms at the hands of House Flint-Locke, House Gladius in response created what they call War Gear. War Gear is essentially just equipment that can be worn on top of or with armor equipped to aid in the equipping and wearing of assorted Firearms and weaponry. You may only have one of each Gear Type worn at any given time, and some War Gear requires Attunement. Typically most commoners and adventurers can only have "equipped" two weapons at a time, that is to say they may only hold two weapons at a time; with all others stowed and stored away. Thus most War Gear is designed to help aid in improving that by allowing one to quickly draw a weapon without expending an Action. 
  • Head: Hats and Wigs that provide benefits.
  • Shoulder: Bandoliers and Cloaks that allow you to equip additional Weapons and other such benefits.
  • Chest: Various harnesses that increase your formidability in the field.
  • Waist: Belts and Pouches that allow you to equip additional Weapons and other such benefits.
  • Foot: Boots and Pouches that typically improve your overall mobility.
Name Gear Type Cost Weight Properties Attunement Required
Fur Cap Head 15gp 2lb Grants advantage on Saving Throws against weather effects and phenomena. No
Powdered Wig Head 130gp - As a Bonus Action you can cast Compelled Duel (DC 13) while wearing this wig without expending a Spell Slot. You may only do so once until your next Long Rest. Yes
Rifleman's Hat Head 60gp 1lb You ignore penalties imposed by glaring or direct sunlight, and have advantage on Saving Throws from being Blinded. No
Sturdy Tricone Head 35gp 0.5lb You gain a bonus to your hit point maximum equal to you Charisma (CHA) Modifier. Yes
Baldric Shoulder 20gp 1lb You can equip 1 additional Two-Handed Weapon. No
Cross Belt Shoulder 10gp - You can equip 1 additional Light Weapon. No
War Quiver Shoulder 35gp 2lb You can don and doff a Shield as a Bonus Action. You can equip 1 additional Bow or 2 Thrown Weapons. No
Woodland Cloak Shoulder 45gp 8lb You can attempt to Hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. No
Bayonet Strap Chest 10gp 0.5lb You may use 5ft movement to affix a Bayonet as oppose to a Bonus Acction. No
Bullet Starter Chest 25gp 3lb You reduce the Misfire Score of Rifles and Muskets you have equipped by 1 to a minimum of 1. No
Gorget Chest 105gp 4lb You increase your Armor Class (AC) by 1. Yes
Pistol Brace Chest 70gp 7lb You can equip 3 additional Pistols or Daggers. No
Belt Loops Waist 25gp 0.5lb You can equip 2 additional One-Handed Weapons. No
Cartridge Box Waist 45gp 8lb Once as a Bonus Action you may reload one Firearm as oppose to expending an Action or Attack. You may not do so again until your next Long Rest. No
Hunting Pouch Waist 70gp 4lb You may add your proficiency bonus to the damage and healing to any poison, poultice, medicine, or potion. You can equip 1 additional Light Weapon. Yes
Sachet Case Waist 85gp 5lb As an Action you may recover one expended Spell Slot of 5th level or lower. You may not do so again until your next Long Rest. Yes
Boot Sheath Foot 10gp 3lb You can equip 1 additional Dagger, Long Knife, or Pistol. No
Hobnail Boots Foot 50gp 7lb You increase your walking speed by 5ft. No
Light Brogans Foot 35gp 2lb You have Resistance to Fall Damage, and you do not land Prone if you take Falling Damage. No
Riding Boots Foot 70gp 9lb While mounted, your mount's speed increases by 10ft and its long jumping distance is doubled. Yes

Social Impact

These weapons have slowly but surely have become more and more common outside the Arenas and very distinct/recognizable in design to even non-adventurers.
Inventor(s)
House Gladius's various craftsman and Artificers, including Meister Gladius himself are among the many inventors of these weapons.
Access & Availability
The weapons of House Gladius eventually began to flood the markets and can be found in most smithies and weapon shops throughout the Freelands, though they are typically more pricey than standard or more common weapons.
Complexity
The "collapsible" weapons seem a tad bit complicated to Non-Artificers, but the rest of the weaponry tends to be pretty self-explanatory to a layman and/or professional killer.
Discovery
House Gladius during its early years prior to the Great Rebellion primarily made its fortunes by hosting and creating Gladiator Games for the masses to enjoy. But the audiences were always keen to see "quirky" and more exciting weapons being presented, and new ways to engage in bloodsports. As such, the Battle Smiths and Armorers of the House over ages invented and reinvented newer ways of killing each other.

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