Yo-yo, 2nd Variant (5e Equipment)

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Yo-Yo

Martial Melee Weapons
Weapon Cost Damage Weight Properties
Yo-Yo Varies (rare) Varies Varies Reach, Finesse, Hidden, Special

For the most part, yo-yos are simply children’s toys, consisting of two wooden wheels on either end of a short axis, with a string or leather cord that wraps around the axis. The user drops the yo-yo, usually with a roll of the wrist, and pulls upward just as the yo-yo hits the bottom of its drop to make it come back up to the user’s hand. This alone is enough to amuse most simple children, and even some simple adults. Skilled users, however, can pull off multiple trick throws with a yo-yo, often keeping it at the end of its string and manipulating the toy into several flashy maneuvers.

Though rare, yo-yos can also be built and used as weaponry. At its most basic, a weaponized yo-yo is thrown at an enemy, and pulled back once it hits its target, ready to be thrown again. The same tricks that a child can use to amaze his friends find more lethal application in battle. Skilled yo-yo users, though exceedingly rare, have been known to trip, disarm, or entangle opponents, using weighted or even bladed wheels to turn these toys into effective, if unconventional, weapons.

Special Properties

After attacking with any yo-yo, the user must make a Sleight of Hand check (DC 10) to return the yo-yo to their hand. On a failed check, the user must use an action to wind up the yo-yo before throwing it again. Weighted and Bladed yo-yos also do 1d4 damage to the user on a failed check to return the yo-yo. If the user is proficient in yo-yos specifically, they automatically succeed this check.

A user specifically proficient in yo-yos may also choose to forgo causing damage to a target, and instead Disarm, Trip, or Entangle the target. The target may save against these effects by passing a save check of DC 8 + the attacker’s proficiency in yo-yo’s + the attacker’s Dexterity modifier. Upon failing a Disarm check, the target must drop its weapon, which lands at the feet of the attacker. Upon failing a Trip check, the target is knocked prone. Upon failing an Entangle check, the target is restrained until the attacker retracts the yo-yo back to them.

Yo-Yo Subtypes
Type Cost Damage Weight
toy 1 sp 1 bludgeoning 1/4 lb
basic 1 gp 1d4, bludgeoning 3/4 lb
weighted 5gp 2d6, bludgeoning 2 lbs
bladed 5gp 2d6, slashing 1 lb
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