Urumi (3.5e Equipment)

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Author: Sulacu (talk)
Date Created: April 26, 2016
Status: Complete
Editing: Clarity edits only please
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Two men training with urumi.

Urumi

Exotic One-Handed Melee

Cost: 150 gp
Damage (Small): 1d4
Damage (Medium)1: 1d6
Critical: 18-20/×2
Weight2: 4 lbs
Type3: Piercing or Slashing
HP4: 5
Hardness: 8

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.


Combining the sharpness of the sword with the reach and flexibility of the whip, the urumi is an immensely dangerous tool of battle that requires years of careful training to master. When not in use, the urumi is generally worn around the waist like a belt, handle at the hip ready to be drawn, but when unfurled, its thin, flexible blade extends for over 7 feet, twisting, whirling and arching through the air in a way that bewilders all but the most skilled of fighters.

The urumi is a Dexterity based weapon. It is finessable, adds Dexterity to damage instead of Strength, and requires a Dexterity score of 19 to wield properly. If the wielder has the right Exotic Weapon Proficiency, he may wield an urumi with a Dexterity score of 15. Failing to meet the prerequisites makes the urumi an improvised weapon with a -4 penalty to attack and damage rolls.

The urumi counts as a reach weapon, but a wielder with Exotic Weapon Proficiency can also target adjacent foes, similar to a spiked chain. However, an urumi requires at least 10 feet of clearance in every direction (space not occupied by fixed geography or architecture) to use without penalty. Trying to wield the urumi with insufficient clearance counts as failing to meet the prerequisites. As such, proficient wielders of an urumi often carry a kris or other small blade as backup for fighting in corridors and other small spaces. A base attack bonus of +11 or more reduces the amount of clearance required to 5 feet. This BAB requirement may be replaced by ranks in Perform (dancing); see Bladedance below.

The urumi inflicts 1 point of bleed on any successful hit that deals at least 1 point of damage, and 1d4 points on a critical hit. Any wielder that is nonproficient or that does not meet the prerequisites automatically inflicts 1d4 points of bleed on themselves whenever they roll a 5 or lower on their attack roll, and 2d4 points on a natural 1.

Due to its fine, flexible construction, an urumi cannot be fashioned from materials with a base hardness above 10.

Combat Options[edit]

The urumi grants the following combat options to any wielder with Exotic Weapon Proficiency that meets the weapon's prerequisites.

Bladedance: Using an urumi in battle or in performance is not unlike a deadly dance. Since the weapon uses centrifugal force to inflict damage, the weapon guides a skilled wielder, who uses subtle motions to decide the urumi's path. The wielder may choose to make a five-foot step as a part of any attack action and may use his ranks in Perform (dancing) instead of his base attack bonus to determine the number of iterative attacks he is allowed. This does not change the value of his actual base attack bonus, which still applies to attack rolls.

Naga's Bite: The urumi confounds opponents and bypasses defenses. With enough skill, the wielder becomes capable of striking around corners, hitting enemies behind their shields, and even cut them where their armor does not protect them. Starting from a Base Attack Bonus of +6 (or equivalent Perform (dance) ranks, as per Bladedance), you may make a single attack as a standard action, which becomes a melee touch attack that inflicts 1d4 points of bleed.

Whirl of Steel: The urumi's sweeping arcs are unending for as long as the wielder maintains his dance. He may enter a fighting trance called Whirl of Steel. In doing so, he expends a standard action every round to maintain the stance, but while Whirl of Steel is active he automatically performs a Whirlwind Attack each turn. During a round of Whirl of Steel, the wielder may make one melee attack against every creature that enters his reach at any time during his turn, and one melee attack against every creature that enter or remain within his reach outside of his turn.

In order to maintain Whirl of Steel, the wielder of the urumi must expend his remaining move action to move, as the Whirl ends whenever he stops moving for any reason. His land speed is halved while performing the Whirl, and he doesn't benefit from the five-foot steps of Bladedance while the Whirl is active. Once the Whirl ends, the wielder must wait at least 2 rounds to start another.


Back to Main Page3.5e HomebrewEquipmentWeapons

AuthorSulacu +
ClassMelee +
Cost150 gp +
Critical18-20/×2 +
Damage1d6 +
Damage TypePiercing + and Slashing +
Hardness8 +
Hit Points5 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range+
Rated ByUndead Knave + and Ghostwheel +
RatingRating Pending +
SizeOne-Handed +
TitleUrumi +
Weight4 +