Available for purchase through Splint at The Mace and Flail
Curved Greatsword (Charger’s Blade) – Uncommon Weapon: A greatsword with a curved blade. It requires 14 Strength and Dexterity to wield, has a reach of 5ft, deals 1d10 slashing damage on hit, the Heavy and Two-Handed properties, and one additional feature. After attacking a target creature with this large weapon, which is designed to make effective use of momentum, that target creature cannot make an opportunity attack against the wielder until the wielder’s next turn.
Punting Maul – Uncommon Weapon – A particularly large and obtuse great hammer with a slightly curved spike on one end. It requires 15 Strength to wield, otherwise it has the stats and properties of a normal maul, with one additional feature. When the wielder hits an attack with this maul after moving 15ft in a straight line towards their target, if the target is a creature of size medium or smaller, the creature must succeed a Strength saving throw with a DC of 8+Strength Modifier+Proficiency Bonus. If that creature fails, the creature is forced to move 10ft in a direction of the wielder’s choosing and knocked prone.
Ultra-Great Weapons – Rare Weapon Class – Among large weapons, there are some that are so large as to require almost Olympian strength to wield. However, being able to use these weapons (which are twice as heavy as their conventional counterparts) can be very rewarding. Ultra-great-class weapons can be greatswords, mauls, or greataxes, and have the same properties and damage types. However, their ultra-great counterparts require at least 17 Strength to wield, have a reach of 10ft instead of 5ft, can target two adjacent creatures within range with one attack, and deal an additional 1d12 damage on hit. Creatures carrying ultra-great-class weapons have disadvantage on Stealth and Acrobatics checks.
Greatshields and Tower Shields – Rare Armor Class – While normal shields and small shields provide a general +2 bonus to the users AC, there is a class of particularly large shield that offers more protection but less mobility. These much larger shields require at least 17 Strength to wield but provide ¾ cover (+5 to AC and Dexterity Saving throws) from one direction. During the wielder’s turn, the wielder picks which direction they wish to have ¾ cover. At the end of the wielder’s turn, the wielder decides which direction they will maintain ¾ cover until their next turn, and the wielder can use their reaction to switch this direction. Creatures carrying tower shields and great shields have disadvantage on Stealth and Acrobatics checks.