Tricky Weapons & War Gear
"Sure it's quirky and collapses and whatnot, but its still a weapon at the end of the day"
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:
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.
- 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 |
- 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.
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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