Background: So the Grimlock has a Spiked Bone Club dealing both bludgeoning and piercing damage, and in our group we've looted these weapons as we were naked and unarmed. We've reasoned that these weapons are basically less efficient mauls.
Problem: Trying to recreate this weapon as a homebrew (magic) item, I'm forced to use a base weapon but all the PHB weapons either have the wrong keywords (clubs are simple and light, mauls are heavy) or the wrong damage (a morningstar ends up with 1d8+Str b. and 1d4 p. damage, also not two-handed) "Replace damage type" has options for number of dice and size, but in reality it only changes the listed weapon damage type and does not affect the rest of the values. Also, there seems to be no way to add a custom property (except by making a note on the individual item in the character's equipment list).
Goal: How do I create the following weapon:
Is a martial weapon
Has the following weapon properties: two-handed, fragile (custom property)
Does not have the following weapon properies: heavy or light
Deals 1d4+Str bludgeoning damage
Deals 1d4 piercing damage
Weighs and costs as a greatclub
Is preferably not a magic item, but I can live with the homebrew tools assuming that all custom items are magical.
This is not a discussion about the actual weapon properties of the Grimlock's weapons, but a question on how to create a custom weapon to meet the specified goal.
I don't disagree, but custom attacks don't have any encumbrance rules. ;) And the advantage of using a homebrewed item is that they are immediately available to the other players in the campaign, and can even be edited and thus affect all wielders of said items.
But say I want to create a magic maul which instead of dealing 2d6 b. damage magically deals 1d6 b. + 1d6 acid? Currently, the option to replace damage type replaces the entire damage block, not individual dice (not to mention changing die size). Or a magic maul which lacks the Heavy weapon property, or has a homebrewed weapon property?
I don't see why it has to be a 2-handed, non-light, martial weapon. It is a club. As in a club. Make a custom club that deals an extra 1d4 pierce damage and done.
I don't see why it has to be a 2-handed, non-light, martial weapon. It is a club. As in a club. Make a custom club that deals an extra 1d4 pierce damage and done.
This is not a discussion about the actual weapon properties of the Grimlock's weapons, but a question on how to create a custom weapon to meet the specified goal.
But to answer your question: because if it still has the light property, it would be the uncontested best weapon for dualwielding for all classes, including druids, and we should farm grimlocks to make sure we all have at least two. Not to mention that the grimlocks should also be dualwielding them for the extra 2d4 damage as a bonus action. (The two-handed property is mostly wanted for flavor.)
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Background:
So the Grimlock has a Spiked Bone Club dealing both bludgeoning and piercing damage, and in our group we've looted these weapons as we were naked and unarmed. We've reasoned that these weapons are basically less efficient mauls.
Problem:
Trying to recreate this weapon as a homebrew (magic) item, I'm forced to use a base weapon but all the PHB weapons either have the wrong keywords (clubs are simple and light, mauls are heavy) or the wrong damage (a morningstar ends up with 1d8+Str b. and 1d4 p. damage, also not two-handed)
"Replace damage type" has options for number of dice and size, but in reality it only changes the listed weapon damage type and does not affect the rest of the values.
Also, there seems to be no way to add a custom property (except by making a note on the individual item in the character's equipment list).
Goal:
How do I create the following weapon:
This is not a discussion about the actual weapon properties of the Grimlock's weapons, but a question on how to create a custom weapon to meet the specified goal.
I am one with the Force. The Force is with me.
The magic item homebrew system is not designed for creating mundane equipment, such as standard weapons and armour.
You can add custom attacks to your character sheets, which is likely the best way to implement what you're after. :)
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I don't disagree, but custom attacks don't have any encumbrance rules. ;) And the advantage of using a homebrewed item is that they are immediately available to the other players in the campaign, and can even be edited and thus affect all wielders of said items.
But say I want to create a magic maul which instead of dealing 2d6 b. damage magically deals 1d6 b. + 1d6 acid? Currently, the option to replace damage type replaces the entire damage block, not individual dice (not to mention changing die size).
Or a magic maul which lacks the Heavy weapon property, or has a homebrewed weapon property?
I am one with the Force. The Force is with me.
I don't see why it has to be a 2-handed, non-light, martial weapon. It is a club. As in a club. Make a custom club that deals an extra 1d4 pierce damage and done.
But to answer your question: because if it still has the light property, it would be the uncontested best weapon for dualwielding for all classes, including druids, and we should farm grimlocks to make sure we all have at least two. Not to mention that the grimlocks should also be dualwielding them for the extra 2d4 damage as a bonus action. (The two-handed property is mostly wanted for flavor.)
I am one with the Force. The Force is with me.