Special: Whenever you roll a critical failure on your attack roll with this weapon, you hit yourself or another creature of the DM's choice within your reach, in addition to any other effects of the critical failure. If you're proficient with the weapon, you can use your reaction to make a DC 15 Dexterity check, halving the damage on a success.
Second special (only if Rakdos-made or not intended as weapon): When you use this weapon, note the number of times you pick it up or attack with it. At the end of the battle (once your rage ends, if you're a barbarian), you take piercing damage equal to that number if you're proficient with the weapon, or 1d4 times that number if you're not.
Notes: (1) You add the appropriate ability score modifier (which will almost always be Str) to the bludgeoning damage and not to the piercing damage. (2) The second special is meant to represent the spikes digging into your palms, which of course would never happen with an intelligently designed weapon (unless the designer had an ulterior motive). Do with this knowledge as you wish.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Now that we have GGtR--and the Rakdos Cultist background giving the PC a 10' spiked chain--we need weapon stats for a 10' spiked chain.
Category: martial melee weapon
Damage: 1d8 bludgeoning + 1d4 piercing
Properties: heavy, reach, special, two-handed
Special: Whenever you roll a critical failure on your attack roll with this weapon, you hit yourself or another creature of the DM's choice within your reach, in addition to any other effects of the critical failure. If you're proficient with the weapon, you can use your reaction to make a DC 15 Dexterity check, halving the damage on a success.
Second special (only if Rakdos-made or not intended as weapon): When you use this weapon, note the number of times you pick it up or attack with it. At the end of the battle (once your rage ends, if you're a barbarian), you take piercing damage equal to that number if you're proficient with the weapon, or 1d4 times that number if you're not.
Notes: (1) You add the appropriate ability score modifier (which will almost always be Str) to the bludgeoning damage and not to the piercing damage. (2) The second special is meant to represent the spikes digging into your palms, which of course would never happen with an intelligently designed weapon (unless the designer had an ulterior motive). Do with this knowledge as you wish.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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This seems epic.
D&D is a game for nerds... so I guess I'm one :p