D&D 5E I have a far-east character, need help on weaponry

Slit518

Adventurer
Right now I am playing in a campaign where we rotate who DMs.

My character comes from a a far-east region, and I want to simulate some of that in his weaponry and armor.

For this I am going to model what gear I want from the Japanese Samurai.

My character get's his gear shipped to him from his homeland, but due to his job, and low-income, he can only get an item or two shipped over at a time. And not to mention it takes a month.

The first item I had shipped was his grandfather's Katana, which I modeled after a Longsword.

I also hope to ship a Wakizashi, modeled after a Shortsword.

The weapon I am struggling with however is the Kanabo. It is a two handed club used by the Samurai for breaking of bones, as well as the smashing of shields. I am not sure which weapon would be appropriate for this.

Greatclub - I feel this weapon has the look, and the feel, but doesn't really have the impact of a shield shattering club that has been finely crafted and lined with metal studs. Though, the Greatclub does have the weight, coming in at 10lbs.

Mace - Same with this weapon, it's only 1 handed, and it does 1d6 which is a die grade down.

Maul - This weapon is great, as it deals 2d6 damage, it's strictly two-handed, and it has the weight property, coming in at 10lbs.

Warhammer - This weapon is probably the 2nd best choice in my opinion, with it being 1d8 one-handed, and a 1d10 versatile, though it only weighs 2lbs? It just feels light to me.

Does anyone else have a suggestion for what would make a good Kanabo?

Thanks in advance!
 

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I'd use the maul stats, stimulates the heavy two handed crushing nature of the weapon. Also, if you're not taking the Dual Wielder feat, you could just reflavor two short swords where one is longer than the other. That way you can wear medium armor like samurai without needing both Strength and Dexterity.
 

That rather fits the 3e description of the greatclub - a large, reinforced club.

However, I'd use the stats of the maul because they're better (being a martial weapon) - although I'd swap the damage from 2d6 to 1d12. Just to give it something unique - and I personally prefer the swingyness of 1d12 over the 2d6 "yay, another 7!" bell curve
 

I'd use the maul stats, stimulates the heavy two handed crushing nature of the weapon. Also, if you're not taking the Dual Wielder feat, you could just reflavor two short swords where one is longer than the other. That way you can wear medium armor like samurai without needing both Strength and Dexterity.

I have my Dex at a straight 10 at the moment, going heavy armor, and probably picking up Heavy Armor Master.

Thanks for the Maul suggestion, that is what I was thinking would suit best.
 

Wiki says: "Kanabō type weapons came in all sizes and shapes with the largest ones being as tall as a man and a two-handed weapon while the smaller lighter ones were primarily one-handed and the length of a forearm."

For a big 'un I'd say the maul sounds great. For a 1H version I'd use the warhammer.
 

Wiki says: "Kanabō type weapons came in all sizes and shapes with the largest ones being as tall as a man and a two-handed weapon while the smaller lighter ones were primarily one-handed and the length of a forearm."

For a big 'un I'd say the maul sounds great. For a 1H version I'd use the warhammer.

Thanks, I thought traditionally they were large.

That gives me some options!
 



well... https://en.wikipedia.org/wiki/Kanabō

Based on this, some were made entirely of iron, and the weapon required great skill to use properly. This is more than just a large club.

Every weapon requires skill and time spend training to be good at it.

Or else you just swing like a madman and hope that it conects.

But this weapon has no need for edge alignment so it requires less skill than a sword.

If they were some made entirely out of iron then that is two handed mace, which is an improved club.
 

The weapon I am struggling with however is the Kanabo. It is a two handed club used by the Samurai for breaking of bones, as well as the smashing of shields. I am not sure which weapon would be appropriate for this.

Greatclub - I feel this weapon has the look, and the feel, but doesn't really have the impact of a shield shattering club that has been finely crafted and lined with metal studs. Though, the Greatclub does have the weight, coming in at 10lbs.

Mace - Same with this weapon, it's only 1 handed, and it does 1d6 which is a die grade down.

Maul - This weapon is great, as it deals 2d6 damage, it's strictly two-handed, and it has the weight property, coming in at 10lbs.

Warhammer - This weapon is probably the 2nd best choice in my opinion, with it being 1d8 one-handed, and a 1d10 versatile, though it only weighs 2lbs? It just feels light to me.

They all have merits, although from what you say I think you should use one of the large ones.

Just override the description and feel free to change the weight. In most cases a weapon's weight has no impact on the game.

As for shield-sundering properties, you can also consider a feat or (sub)class ability, if you can find it (I am not sure there is anything like that in 5e). Even if this would be a character's property rathat than a weapon's property, you can then have your PC choose to use it only with this weapon. This would mean the special property would not be usable by someone else picking up such weapon, but I think this actually is appropriate to the idea that only your PC knows how to use such exotic weapon properly.
 

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