Garrottes (3.5e Equipment)

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Author: The~SARACEN
Date Created: 09/06/2006
Status: Complete
Editing: Clarity edits only please
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Trademark of the specialist assassin or kidnapper, a properly wielded garrotte is a silent (and, in most cases, deadly) way to deal with an unsuspecting opponent.

A garrotte is an extremely simplistic weapon, and can be easily constructed from a three-foot length of any suitably strong material. But their specialised use makes them difficult to wield effectively without extensive training and practise.

Attacking with Garrottes[edit]

Garrottes are not used in the same manner as normal weapons. Instead of a simple attack that deals damage, garrottes are grappling weapons.

To use a garrotte, follow the usual procedure outlined in Starting a Grapple, with the following modifications.

  • If the initial grapple check (Step 3, "Hold") is successful, the weapon deals its listed damage instead of the standard unarmed strike damage. The attacker does not suffer the usual -4 penalty to grapple check required when dealing lethal damage in a grapple.
  • While grappling in this manner, the attacker is unable to perform any action other than attempting to deal damage to the defender (with the garrotte), or attempting to pin the defender. The defender is unable to speak, even if they are not pinned, and even if the attacker chooses to allow them to speak.
  • Garrotte weapons automatically deal damage on every round that the grapple is maintained (except pin attempts – see next paragraph). The act of attempting to deal grapple damage becomes instead an attempt to deal critical garrotte damage. If the attempt is unsuccessful, the garrotte still deals its listed (non-critical) damage.
  • Attempting to pin the defender causes no damage on that round, whether the pin succeeded or not. If the pin succeeded, any garrotte damage dealt on subsequent rounds (while the defender is pinned) is automatically critical damage.
  • Dealing damage with a garrotte on any round after the initial "Hold" also deals 1d4-1 Strength damage to the defender (1d4 Strength damage if the defender is pinned), since the weapon restricts the blood supply to the brain. If the defender’s Strength reaches 0, Constitution damage is applied instead. Strength damage from a garrotte heals naturally if the defender escapes the grapple, at the rate of 1 point per minute, provided the defender isn’t caught in another garrotte attack. Constitution damage from a garrotte heals at the normal rate of 1 point per day. Ability score damage from a garrotte is not multiplied as part of critical damage.

Garrottes cannot be used to deal lethal or nonlethal damage other than as specified for the particular weapon. For example, a metal wire that specifies slashing damage cannot be used to deal nonlethal damage; likewise, a silk sash that specifies nonlethal damage cannot be used to deal lethal damage of any kind.

Garrottes may only be used to attack living creatures with discernible necks – undead, constructs, oozes, plants and incorporeal creatures cannot be garrotted. In addition, creatures wearing heavy armour cannot be garrotted.

Garrottes can be used to deal Sneak Attack damage or Death Attack effects during the initial "Grab" round of the grapple, but not on subsequent rounds.

Garrottes may not be used to make trip attacks or disarm attempts.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to the "Grab" attack roll with a garrotte sized for you, even though it isn't a light weapon for you.

Garrotte Weapons[edit]

Linen Strip

Exotic Two-Handed Melee

Cost: 0 gp
Damage (Small): 1d4 and special
Damage (Medium)1: 1d6 and special
Critical: x2
Weight2: 0.5 lbs
Type3: Non-Lethal


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.


Tearing a strip of cloth from a bed sheet can provide a minor advantage when no other weapon is available.

Silk Sash

Exotic Two-Handed Melee

Cost: 1 gp
Damage (Small): 1d6 and special
Damage (Medium)1: 1d8 and special
Critical: x2
Weight2: 0.5 lbs
Type3: Non-Lethal


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.


Even the most well prepared infiltrator might not wish to leave a permanent body count.

Lute String

Exotic Two-Handed Melee

Cost: 1 gp
Damage (Small): 1d4 and special
Damage (Medium)1: 1d6 and special
Critical: x2
Weight2: 0.5 lbs
Type3: Slashing


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.


No self-respecting minstrel would be caught dead without a spare set of catguts...

Metal Wire

Exotic Two-Handed Melee

Cost: 2 gp
Damage (Small): 1d6 and special
Damage (Medium)1: 1d8 and special
Critical: x2
Weight2: 0.5 lbs
Type3: Slashing


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.


An innocuous coil of wire can be lethal in the right hands. Discerning practitioners of the mortal arts might even consider using exotic metals such as cold iron or alchemically silvered steel.

Feats[edit]

Exotic Weapon Proficiency (Garrottes) [General] Prerequisites: Base attack bonus +1, Dexterity 13Benefit: You make attack rolls and grapple checks with a garrotte normally. Normal: A character who is not proficient with the use of garrottes takes a –4 penalty on attack rolls and grapple checks while wielding one.Special: You do not need to take multiple Exotic Weapon Proficiency feats to master each individual type of garrotte. Once a character is proficient with one form of garrotte, they may apply the same training to all variations.


Back to Main Page3.5e HomebrewEquipmentWeapons

ClassMelee +
Cost0 gp +, 1 gp + and 2 gp +
Criticalx2 +
Damage1d6 and special + and 1d8 and special +
Damage TypeNon-Lethal + and Slashing +
HardnessDefault +
Hit PointsDefault +
Identifier3.5e Equipment +
PrerequisiteBase attack bonus +1 + and Dexterity 13 +
ProficiencyExotic +
Range+
Rated ByFluffykittens +, Quey + and Eiji-kun +
RatingRating Pending +
SizeTwo-Handed +
SummaryYou are proficient with the use of garrottes as weapons. +
TitleGarrottes +
TypeGeneral +
Weight0.5 +