Lantern Flail (3.5e Equipment)

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Disambiguation.png This article is about Flail
For other uses of Flail, see Flail (disambiguation).


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Author: Leziad (talk)
Date Created: 17th November 2015
Status: Finished
Editing: Clarity edits only please
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Lantern Flail

Exotic One-Handed Melee

Cost: 15 gp
Damage (Small): 1d6
Damage (Medium)1: 1d8
Critical: 19-20/x2
Weight2: 5 lbs
Type3: Bludgeoning and Piercing
HP4: 5
Hardness: 5

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.

This strange exotic weapon is a flail with a reinforced spiked hooded lantern as it head. It possess all of the trait of a flail and a hooded lantern, making it useful for adventurers who don't want to devote a hand for a lantern. The lantern flail can be used as a martial weapon, using the flail profile with a -1 penalty to attack and damage.

A creature with exotic weapon proficiency, use the profile above instead of the normal flail profile and is able to use the following special maneuvers:

Blinding Feint: You can use the light-shedding abilities of the lantern flail to make skilled feint, when you successfully feint a creature it become dazzled for 1 round. If you feint a creature denied it dexterity to AC you instead blind it for 1 round instead of dazzling it.
Enflaming Surge: As a swift action you can cause the head of your lantern flail to burst into flame, dealing an additional 1d6 fire damage on each attack and attacks made with the lantern flail while burning count as area of effect, making them very effective against swarms. The head will keep burning for 3 rounds and 1d4+1 round thereafter, after which the entire fuel source has been consumed and the lantern need to be refueled as a full-round action (like a normal hooded lantern it require a single pint of oil). The fire damage count as being part of the base weapon and thus is multiplied on a critical hit.
Spin to Win: You are able to use Whirlwind Attack with this weapon as if you had the feat. If you already have the feat, you get a second attack at -5.

Much like a regular flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the lantern flail to avoid being tripped.

A flaming lantern mace do not need fuel to stay alight, and keep burning until you use a swift action to snuff it. This also apply to enflaming surge. You may also replace the normal mechanism in the flail with a ghostlight, in which case it behave as one instead of a normal lantern (giving it unlimited fuel) and make attack made with enflaming surge ghost touch, you still need oil in order to use enflaming surge unless the weapon is also flaming.



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Leziad's Homebrew (4431 Articles)
Leziadv
AuthorLeziad +
ClassMelee +
Cost15 gp +
Critical19-20/x2 +
Damage1d8 +
Damage TypeBludgeoning + and Piercing +
Hardness5 +
Hit Points5 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range+
Rated Bybalmz +
RatingRating Pending +
SizeOne-Handed +
TitleLantern Flail +
Weight5 +