Weighted Chain Weapon Image

**********This is only a feat because homebrew does not allow weapons to have actions or much customization**********

This unwieldy device is sometimes called a chain whip, meteor hammer, or kusari-fundo. Reliant on continuous motion to inflict damage, it is no less dangerous woven into the graceful dance of an acrobat than in the earth-shattering blows of a strongman. Skilled users know how to adapt the chain to any situation and can channel its momentum into powerful reach attacks. It is said that masters of this weapon are even able to ensnare, trip, and disarm their unlucky opponents, but they know to be cautious - the chain is a fickle weapon, ready to turn on its user in a moments notice.

A weighted chain is considered to be a monk weapon, despite not fulfilling the requirements listed under the Martial Arts class feature. Its damage increases with your Martial Arts die (see Damage Table). A non-monk uses the Level 5-10 damage instead. It has multiple ways it can be utilized in combat and is a finesse weapon.

Chain Attack, 5'Holding the weapon by its weighted ends, you lash out at a target with the chain for 1d4 (2d3) bludgeoning damage. This attack (one-handed) functions as a flavor replacement for any of your Unarmed Strikes.

Chain Guard. As one attack of an attack action, you let the chain wrap around your wrist and arm as a defensive guard for +1 AC. You may not attack with this weapon until you unwrap it as an attack action, and it occupies one of your hands.

Weight Attack

Attacks with the weighted ends of the chain ignore Half and Three-Quarters Cover.

One-Handed, 5'. Spinning a weight around your body, you whirl it towards an enemy dealing 2d3 bludgeoning damage.

Two-Handed - Reach, 5-10'Channeling the momentum of the chain you fling a weight to its full reach, dealing 2d4 bludgeoning damage to a target between 5 and 10 feet away. Before using a Two-Handed attack you must either use a One-Handed Weight Attack on a previous turn OR use one attack to spin up the chain as part of an attack action. A successful Two-Handed attack of any kind requires you to rebuild momentum.

Two-Handed - Grapple, 5'. If the target of your Two-Handed attack is within 5 feet of you, you may attempt to grapple them for half damage. They must make a Dexterity saving throw (8+Prof+STR/DEX) or be grappled by your chain, requiring an action to attempt escape. A successful save takes the (half) damage but is not grappled. You may choose to free them at any time, but they can choose to hold on to the chain as an action in a contested Acrobatics or Athletics check (you each choose). While entangled, you have advantage to trip the target as part of the Shove action. You may not attack with this weapon until the target is free, and it occupies one of your hands.

Fickle Nature

The weighted chain is deadly in the hands of a master, but any lapse in attention can spell disaster. Certain attack rolls have different effects (not provoked during a Chain Attack).
20 - Deadly Flourish. You may immediately make an extra One-Handed Weight Attack. This rebuilds momentum.
2 - Lose Momentum. You must rebuild momentum as if you just landed a successful Two-Handed Weight Attack.
1 - Tangled. You must spend an action to untangle the chain before using it again. You gain +1 AC until you do so.

Weight Types 

The damage type can be changed between Bludgeoning, Piercing, and Slashing by fitting it with different weighted ends. Equipping it with a sprinkler end reduces the damage by half, but allows for potions to be placed inside for a splash effect (at your DM's discretion).

Damage Table 

Damage with this weapon is increased with your Martial Arts die as you level up in the Monk class.

LEVEL MARTIAL ARTS CHAIN ATTACK WEIGHT ATTACK
1 - 4 1d4 1d4 (2d3) 2d3 (2d4)
5 - 10 (non-monk) 1d6 1d6 (2d4) 2d4 (2d6)
11 - 16 1d8 1d8 (2d6) 2d6 (2d8)
17 - 20 1d10 1d10 (2d8) 2d8 (2d10)

 



Weighted Chain Weapon Image

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