Fighting Chain, Sickle

Grim Hollow: Player's Guide p. 131 (Third Party)

Type
Melee Weapon
Rarity
uncommon
Weight
3
Cost
500
Damage
1d4
Damage Type
bludgeoning
Properties
cuerpo a cuerpo, alcance, a dos manos

Description

Damage (slashing): An advanced weapon that has the damage property can deal an alternative form of damage. You can choose the type when you attack or when you hit with an attack from any of the damage types mentioned.

Disarming: A disarming weapon can catch a foe's weapon, allowing you to remove it from their grasp. When an opponent misses you with a melee weapon attack, you can use your reaction to attempt to disarm them. Both you and the attacker must make contested attack rolls. If you roll higher, and the weapon is something the target can drop, the weapon falls from the target's grasp, landing within 5 feet of the target in a space you choose. If you score a critical hit, and the attacker did not, you can send the weapon flying up to 15 feet away from the target into a space you choose instead. If you have a free hand when you score a critical hit this way, you can disarm the target so that you end up with the dropped weapon in your hand. If the attacker tied or rolled higher, then nothing happens.

Double: A two-handed, double weapon functions as two light weapons, one in each hand, for two-weapon fighting purposes. If a double weapon has the reach property, you can use only one of these properties during the same turn.

Entangling: An entangling weapon can tie a target up. When you hit with an entangling weapon attack against a target no more than one size larger than you, you can use your bonus action to attempt to grapple the target. (This bonus-action use applies when you throw an entangling weapon because you're throwing with special preparation.) You don't need a free hand — the weapon fulfills that requirement. If you succeed, the target is grappled by you or the weapon if you're no longer holding it. Until the grapple ends, you can't use the entangling weapon to attack a different target. If you aren't holding the entangling weapon, such as when you throw a gladiator net, the grapple continues, and the target needs to succeed at a DC 10 Dexterity (Acrobatics) or Strength (Athletics) check to escape the weapon.

Monk: A monk gains proficiency with advanced monk weapons at 5th level.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Besides the normal rules for this property, if a reach weapon has the double property, you can use only one of these properties during the same turn.

Tripping: A tripping weapon allows users to knock targets prone. When you hit with a tripping weapon, you can use a bonus action to force your target to attempt a Strength saving throw, provided the target is no more than one size larger than you. The DC for the saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If the target fails, it falls prone.

Two-Handed: This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Proficiency: martial, fighting chain Source: Grim Hollow: Player's Guide p. 131 (Third Party)