Battlegolf Club (3.5e Equipment)

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Author: Eiji-kun (talk)
Date Created: 2-28-14
Status: Complete
Editing: Clarity edits only please
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Battlegolf Club

Martial One-Handed Melee

Cost: 10 gp
Damage (Small): 1d6
Damage (Medium)1: 1d8
Critical: 20/x2
Weight2: 3 lbs
Type3: Bludgeoning
HP4: 10
Hardness: 10

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.


When the sport of golf spread to the orc territories, they adapted it into their own culture. They were not too keen on the slow driving around, soft clapping, and dull narration, so they added a few upgrades of their own. Namely transforming it into a game about getting your ball from point A to point B through hostile enemy terrain while other golfers were also completing and you had to fight off monsters and other players while also trying to get your ball across, and keeping enemy players from knocking them back. The first hole, or the last one standing, wins!

Who said orcs don't know how to sports.

In any case, their golf clubs ended up being battle worthy beasts. They may be used as simple weapons, but those with martial weapon proficiency can unlock its unique ability of launching small handheld items long distances. Diminutive and smaller objects on the ground can be "thrown" with a range increment of 100 ft, at a -4 penalty to the attack roll. Even fragile items like alchemist fire can be launched, though you must succeed on a DC 15 Reflex save or Balance check to avoid breaking the item. You launch in an arc and can fire over walls and into places you can't see (though you still take a 50% miss chance).

In addition, those with martial weapon proficiency who get a critical hit may make a free bull rush attempt against any creature their size or smaller, without provoking attacks of opportunity.



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Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv
AuthorEiji-kun +
ClassMelee +
Cost10 gp +
Critical20/x2 +
Damage1d8 +
Damage TypeBludgeoning +
Hardness10 +
Hit Points10 +
Identifier3.5e Equipment +
ProficiencyMartial +
Range+
Rated ByHarrowedMind + and Undead Knave +
RatingRating Pending +
SizeOne-Handed +
TitleBattlegolf Club +
Weight3 +