Chain weapons are a family of armaments associated with eastern martial arts. They are therefore a better fit in some games than others. In a game set in an eastern-inspired world, such as Kara-Tur or Rokugan, chain weapons are considered to be martial weapons. In worlds where they are far more less common, proficiency with chain weapons can only be gained by taking the Weapon Master feat or the Chain Mastery feat, the latter of which is presented below.
Melee Weapons | Cost | Damage | Range | Weight | Properties |
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Chain sickle | 40 gp | 1d8 slashing |
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|
10 lb. | finesse, reach, special, two-handed |
Meteor hammer | 40 gp | 1d8 bludgeoning |
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|
10 lb. | finesse, reach, special, two-handed |
Spiked chain | 40 gp | 1d8 piercing |
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|
10 lb. | finesse, reach, special, two-handed |
Special Weapon Properties
New Feats
Chain Mastery Feat
You master chain weapons such as the chain sickle, meteor hammer, and spiked chain. You are considered proficient with these weapons and gain the following benefits when using any of them:
- You are proficient with chain weapons.
- While your chain weapon has the reach property, a target you attack with it gains no benefits from half or three-quarters cover.
- When you attack a target grappled by one end of your the chain weapon with the opposite end of the weapon, you roll the attack with advantage.
Chain Sickle: A chain sickle is a metal chain with a sickle on one end and a weight on the opposite end. It is considered a monk weapon, but proficiency is not automatically conferred by joining the monk class. It can be wielded as two light weapons, one that deals 1d6 slashing damage and one that deals 1d4 bludgeoning damage, but doesn’t have reach when wielded this way. You can also make a special attack with the weighted end against any Large or smaller creature, dealing no damage but forcing the target to make a Strength or Dexterity saving throw (DC 8 + your Proficiency bonus + your Dexterity modifier). On a failed saving throw, the target is grappled. A grappled target can repeat the saving throw as an action on its turn. While a target is grappled you can continue to use the sickle end of the weapon, but it loses the reach property and deals 1d6 slashing damage. Finally, you can use a chain sickle as the equivalent of a grappling hook and fifteen feet of rope.
Meteor Hammer: A meteor hammer is a length of chain with a heavy weight on each end. It is considered a monk weapon, but proficiency is not automatically conferred by joining the monk class. It can be wielded as two light weapons that each deal 1d6 bludgeoning damage, but doesn’t have reach when wielded this way. You can also make a special attack with either end against any Large or smaller creature, dealing no damage but forcing the target to make a Strength or Dexterity saving throw (DC 8 + your Proficiency bonus + your Dexterity modifier). On a failed saving throw, the target is knocked prone or grappled (your choice). You can grapple only one creature at a time. While a target is grappled you can continue to use the other end of the weapon, but it loses the reach property and deals 1d6 bludgeoning damage.
Spiked Chain: A spiked chain is a length of chain links interspersed with wicked spikes. It is considered a monk weapon, but proficiency is not automatically conferred by joining the monk class. It can be wielded as two light weapons that each deal 1d6 piercing damage, but doesn’t have reach when wielded this way. You can also make a special attack with the either end against any Large or smaller creature, dealing no damage but forcing the target to make a Strength or Dexterity saving throw (DC 8 + your Proficiency bonus + your Dexterity modifier). On a failed saving throw, the target is grappled. You can grapple only one creature at a time. While a creature is grappled you can continue to use the other end of the weapon, but it loses the reach property and deals 1d6 piercing damage.