I recently saw some YouTube videos, (which of course makes me a total expert on the topics, far better than someone with a mere PHD < end sarcasm / ) It was about flails. Apparently there is a little evidence of normal flails being used in real battle. While it is possible, with training to not hurt yourself with them, they suffer from the same problem as nunchucks - idiots that pick them up for the first time are likely to hurt themselves.
But apparently there are some valid sources for a POLE ARM flail used by actual people. Obviously if you change the hilt from something like 2 feet long with a 1 ft chained ball to a five ft staff with even an 18 inch chained ball, you are far less likely to hurt yourself. You still are likely to hit allies, but that is not as much of a problem for us adventurers that often find ourselves with no ally closer than 5 ft from us.
So, do people think there is a good reason to have something like this:
Note, I see no need to add it to the Pole Arm Master feat list of weapons because the chained ball makes it less likely you would use the back end without hitting yourself.
That said, I could see a feat that gives you a bonus to trip, disarm, distract, or grappling strike maneuvers. when using Flails, Long Flails, or whips. Perhaps, add 1d4 the the Maneuver's dice total?
I like it. I’m a bit apprehensive about a feat for only one weapon. (I know they used to be common, but it would seem out of place in this edition) Maybe let it apply to other flails, maybe whips as well?
I like it. I’m a bit apprehensive about a feat for only one weapon. (I know they used to be common, but it would seem out of place in this edition) Maybe let it apply to other flails, maybe whips as well?
I second this - a feat for whips and flails would go a long way in general to making up for how lackluster they are as choices otherwise. Maybe let them use a bonus action to shove, similar to shield master, to simulate the trip or "driving" effects?
There's nothing wrong with the long flail you imagine here, as it is in line with polearm stats.
I like it. I’m a bit apprehensive about a feat for only one weapon. (I know they used to be common, but it would seem out of place in this edition) Maybe let it apply to other flails, maybe whips as well?
There's actually already a feat for just one weapon (and it's restricted to just one race, as well), Revenant Blade for the Double-Bladed Scimitar. However, I think including whips in this feat would be fine.
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Please check out my homebrew, I would appreciate feedback:
I recently saw some YouTube videos, (which of course makes me a total expert on the topics, far better than someone with a mere PHD < end sarcasm / ) It was about flails. Apparently there is a little evidence of normal flails being used in real battle. While it is possible, with training to not hurt yourself with them, they suffer from the same problem as nunchucks - idiots that pick them up for the first time are likely to hurt themselves.
But apparently there are some valid sources for a POLE ARM flail used by actual people. Obviously if you change the hilt from something like 2 feet long with a 1 ft chained ball to a five ft staff with even an 18 inch chained ball, you are far less likely to hurt yourself. You still are likely to hit allies, but that is not as much of a problem for us adventurers that often find ourselves with no ally closer than 5 ft from us.
So, do people think there is a good reason to have something like this:
Long Flail
Martial Weapon, Melee Weapon
10 gp, 4 lbs 1d10 Bludgeoning, Heavy, Reach Two handed weapon:
Note, I see no need to add it to the Pole Arm Master feat list of weapons because the chained ball makes it less likely you would use the back end without hitting yourself.
That said, I could see a feat that gives you a bonus to trip, disarm, distract, or grappling strike maneuvers. when using Flails, Long Flails, or whips. Perhaps, add 1d4 the the Maneuver's dice total?
I like it. I’m a bit apprehensive about a feat for only one weapon. (I know they used to be common, but it would seem out of place in this edition) Maybe let it apply to other flails, maybe whips as well?
I second this - a feat for whips and flails would go a long way in general to making up for how lackluster they are as choices otherwise. Maybe let them use a bonus action to shove, similar to shield master, to simulate the trip or "driving" effects?
There's nothing wrong with the long flail you imagine here, as it is in line with polearm stats.
Even a blind squirrel finds a nut once in awhile.
There's actually already a feat for just one weapon (and it's restricted to just one race, as well), Revenant Blade for the Double-Bladed Scimitar. However, I think including whips in this feat would be fine.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Can't you just use maul stats for this, and call it a long flail?
Mauls do not have reach and frankly a blunt reach item is one of the few item combos that we do not have.
Also, it makes sense for this thing to have reach. Chain weapons should be kept as far away from your own body as possible.
Weapon looks good stats wise, although confused about the idea of a tripping feat. I wasn’t aware flails were ever used like that.
This would be equivalent to previous editions' "Heavy Flail", rather than what OP is suggesting.
Even a blind squirrel finds a nut once in awhile.