Combifist (5e Equipment)

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Combifist

Simple Melee Weapons
Weapon Cost Damage Weight Properties
Combifist Very Rare Special 15 lb. glove, heavy, special, expensive

Once upon a time, a sociopath made the resolve that the people wielding the chainfist weren't killing things fast enough by tearing them to shreds, so they had the "great" idea to mash up the chainfist's razor-sharp saw, the ultra fist's deadly force, and the plasma claw's.. well, plasma. They also modified the creation with some bonus weaponry onto the side. The result was the Combifist, one of the most versatile and deadly weapons on the black market, being able to switch through many different modes.

A Combifist runs for one hour on four energy cells. As a bonus, you may instead use five energy cells to remove the heavy OR two-handed properties from any of the weapon modes, or six energy cells to remove both heavy and two-handed. Alternatively, you may expend two spell slots, with levels equal to the amount of energy cells required. For example, Johnny the Barbarian gets his hands on a Combifist. He expends two sixth-level spell slots, turning the Combifist on and removing the heavy and two-handed properties. You may not use the Dyson Shot mode, however, with this charging method.

Saw. A saw is mounted on the side of the Combifist, with a diamond edge. This saw has the armor piercing, (3) and two-handed properties, deals double damage against objects and structures, and does 3d6 magical slashing damage, for resistance and immunity. If the Combifist is off, the saw does 1d8 slashing damage and 1d4 bludgeoning damage.

Force Barrier. Layers upon layers of force wrap around the combifist, acting as a powerful barrier that increases damage to a maximum. This barrier has the knockout, and versatile (3d8) properties, dealing 3d6 magical bludgeoning damage, for resistance and immunity.

Plasmatic Shear. These shears are made out of superdense plasma hotter than lava, and solidified into a solid form. This pair of shears has the dire, finesse, and unwieldy properties, dealing 3d6 lightning damage.

Dyson Shot. Utilizing the combined power of all 6 energy cells, the Combifist turns into bulky laser. It loses the glove property, and gains the two-handed, stabilizing, and overheating properties. After 2 turns of charge, it fires a laser that has a 250ft line range, dealing 6d10 fire damage, 5d6 force damage, and 3d10 thunder damage. After use, roll a 1d12. On a 1, the Combifist explodes in a 50ft circle radius, dealing 5d6 fire damage to anyone within. On a 12, the Combifist may be used as if it had four energy cells remaining. Any other roll, and the Combifist simply drops to the floor, battery depleted.

Laser Bolts. The Combifist fires a surplus of laser bolts. This has the burst fire, two-handed, reload, (5 shots) and ammunition (range 60/180, energy cell) properties. You may use energy cells from the Combifist to power this weapon, but if the power cells decrease to 3 or less, the weapon as a whole is unusable. Shots deal 2d8 radiant damage and 2d8 necrotic damage on a hit.

Special. If worn on both hands, Combifists count as heavy partial armor, granting you a +3 bonus to AC. Partial armor only grants its AC bonus if you are wearing light or no armor. If you are wearing only one piece of partial armor, you are still considered to be wearing your base armor type (e.g. no armor or light armor). Otherwise the heaviest type of partial armor you are wearing is considered to be the type are wearing (e.g. medium or heavy armor).

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