Spiked Ball and Chain (5e Equipment)

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Spiked Ball & Chain (Heavy)

Martial Melee Weapons
Weapon Cost Damage Weight Properties
Spiked Ball & Chain (Heavy) 85 gp 2d8 Bludgeoning 1d6 Piercing 25 lb. Heavy, Two-handed, Thrown (range 5/40), returning, special

A medium/large sphere of solid metal with 5 spikes on each point of the sphere with a long, thick chain attached to it.

Spiked ball and chain.jpg

Attacking. When taking the attack action and targeting further than 10ft away, the wielder must swing the weapon around their body. You gain disadvantage to targets less than 5 ft away from you. If the weapon cannot be swung in a 15 foot cube (5 ft. in every direction centered on the wielder) without hitting a wall, ranged attacks with this weapon cannot be made. While doing this, creatures within 5ft of the wielder must make a DC 15 Dexterity acrobatics check or fall prone. When the ranged attack is made, if the ball hits the target, it takes 2d12 + Strength bludgeoning damage and 1d8 piercing damage; additionally the targeted creature must make a DC 16 Strength saving throw. On a failed save, the target is knocked back 5 ft and falls prone. After the ball is swung, the user can take a bonus action to pull on the chain, returning the weapon to their hands.

Special. While wielding this weapon, a creature's movement speed is decreased by 25 feet. If a creature has a Strength score of 20 or higher, this property is ignored.

Special. Using a bonus action While wielding this weapon, the wielder can make a Dexterity roll of 16 and gains disadvantage if their Strength score is 19 or less. On a successful roll, the target creature is restrained (DC 17 Dexterity). To retrieve this weapon, the wielder must succeed on a Strength check of 18. On a failed roll, the targeted creature moves 5ft towards the wielder (unless the creature is 2 or more sizes bigger) and no longer gains disadvantage when rolling to break free. On a success, the weapon returns to the wielder and the targeted creature is no longer restrained. The targeted creature then makes a DC 13 Dexterity saving throw. On a failed roll, the creature is stunned for one minute.

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