Weapons (CBarbH)

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Barbarians use as weapons any natural objects that can inflict damage. The leg bone of an elephant serves as an effective club. A crocodile rib may be wielded as a dagger. In a pinch, a barbarian can always throw rocks or pummel an opponent with his fists. 
Manufactured weapons, deadlier and more reliable, require a bit more inventiveness. To make a hand axe, a barbarian secures a sharp stone to a stick with leather straps. A bow can be made from a flexible branch strung with a taught section of gut. 
Regardless of whether a weapon is manufactured or improvised, it must be made of materials available in the natural environment. The most common materials are wood, bone (including claws and teeth), and stone. Barbarians prefer quartz and quartzite over granite, as granite tends to crumble. Ivory is highly desirable but hard to find. Perhaps the best mineral for weapons is obsidian; it's quite strong and can be worked into a variety of shapes without crumbling. But like ivory, it's rare. 
Many barbarians favor flint, especially for slashing and piercing weapons like knives and spearheads. Flint is not only as hard as granite, its even grain easily chips into fine edges and sharp points. 
Because of their crude materials and craftsmanship, barbarian weapons tend to be less valuable than their outworld counterparts. At the same time, they're lighter and easier to carry. Table 40 lists the weight and outworld value of barbarian weapons, expressed as a percentage of the corresponding figures from the Player's Handbook. A bone harpoon, for instance, weighs three pounds (50% of the PH weight) and is worth 6 gp (30% of the PH value. 
Keep the following in mind when designing barbarian weapons: 
* Not every type of material can be made into every type of weapon. Ivory arrowheads and ﻿bone daggers are acceptable, but obsidian bows and granite blowguns are unlikely. The DM may veto any weapon he deems inappropriate.
* If a weapon consists of more than one type of material, use the most prominent material to determine the weight, and the most valuable material to determine its value. For a spear with a wooden shaft and an obsidian point, use the wood to determine the weight and the obsidian to determine the value.
* Table 41 lists approximate values only. The DM may decide that a finely crafted stone knife is worth just as much as a steel knife. Weapons made of ivory and ornamental stones may be worth several times as much as their listed values, particularly larger weapons such as clubs and spears.
* Gems and precious minerals may also be used to make barbarian weapons, which increases their value substantially. An amber dagger may be worth 100 gp, a diamond arrowhead 1,000 gp or more.
 Table 40: Weapon Materials
Material 	Value	﻿Weight
iron or steel* 	100% 	100%
wood 	10% 	50%
bone 	30% 	50%
ivory 	200% 	50%
common stones 	50% 	75%
flint 	100% 	50%
ornamental stones**	150% 	75%
: * For reference only (metal generally isn't available in barbarian cultures). 
: ** Includes minerals such as quartz, quartzite, and obsidian, crudely cut.
Names of Weapons. To add flavor to combat encounters and help the DM keep track of which weapons are being used, barbarian weapons should include their raw materials as part of their names. For instance, a barbarian might wield a bone club, a flint axe, or an ivory spear. 
Magical Weapons. Barbarian weapons may be enchanted. A barbarian may wield and ivory dagger +1, a bone axe +2, or any other magical weapon the DM cares to incorporate into his campaign. Remember, though, that a barbarian's cultural values may limit his access to magic (see Chapter 2). 
 Table 41: Barbarian Weapons
Weapon 	Value	Wt. (lb.)	Size	Type*	Speed Factor*	Damage S-M	L
Atlatl 	1 gp 	1 	S 	P 	5 	1d6- 	1d6
Atlatl dart 	1 cp 	** 	S 	P 	— 	1d3 	1d2
Artengak 	2 gp 	4 	L 	P 	5 	1d6 	1d8
Axe, forearm 	1 gp 	4 	S 	S/P 	3 	1d6 	1d6
Bolas 	5 sp 	2 	M 	B 	8 	1d3 	1d2
Boomerang 	 	 	 	 	 	 	
Nonreturning 	3 gp 	1 	S 	B 	6 	1d3+1 	14+12
Returning 	5 gp 	1 	S 	B 	6 	1d3+1 	1d4+1
Celt 	2 sp 	3 	S 	B/P 	4 	1d4 	1d3
Club 	 	 	 	 	 	 	
Spiked 	5 sp 	4 	M 	P 	4 	1d6+1 	1d4+1
Throwing 	1 sp 	2 	S 	B 	4 	1d4 	1d2
Iuak (Snow blade)	10 gp	3 	M 	S 	4 	1d4 	1d6
Rabbit stick 	1 sp 	** 	S 	P 	5 	1d3 	1d2
Sling, Stick 	1 sp 	1 	S 	B 	11 	— 	-
Sling, String 	1 sp 	1 	S 	B 	11 	— 	-
Flint Disk 	2 cp 	** 	S 	B 	— 	1d4+1 	1d6+1
Grooved Stone 	1 cp 	** 	S 	B 	— 	1d4 	1d4
: * The "Type" category includes Bludgeoning (B), Piercing (P), and Slashing (S). See Chapter 6 of the Player's Handbook for definitions of types, weapon sizes, and speed factors.
: ** Weight is no more than a few ounces.
===Penalties for Crude Weapons===
Most crude weapons inflict less damage than their metal counterparts. They're also less accurate and easier to break. 
Whenever an attack roll with a stone, bone, or wooden weapon inflicts minimum damage to an opponent, there is a chance the weapon will break. On a roll of 1 on a d6, a stone weapon shatters. On a roll of 1 or 2, a bone or wood weapon breaks. Enchanted weapons of wood, stone, or bone are not subject to the above rule. 
For instance, Grog swings at an orc with his stone axe and inflicts 1 point of damage. The player rolls a d6. On a roll of 1, the weapon breaks, and Grog must use a different weapon to continue the attack. On a roll of 2 or more, the weapon withstands the blow. 
The above material replaces the rules for savage weapons in The Complete Fighter's Handbook.
==Barbarian Versions of Standard Weapons==
Arrow. The simplest arrowheads consist of long slivers of bone or stone attached to wood shafts with lengths of gut. More effective are carved arrowheads, preferably made of flint, shaped like diamonds or triangles, then polished with sandstone to sharpen the points. Hooked barbs cut into an arrowhead make it difficult for a victim to remove the arrow from his body (the victim must spend one round pulling the arrow free; if a Dexterity check fails, he suffers 1d2 points of damage). Feathers attached near the head may attract helpful spirits and improve its lethality. (Optionally, the DM may designate a particular rare bird—an albino canary, a black parrot, a talking raven—whose feathers increase damage by +1 when attachedto an arrow.) 
Arrowheads are secured to wood or bone shafts with lengths of gut. Thin-shafted flight arrows, about three feet long, are mainly used for hunting. The barbarian equivalent of sheaf arrows—thicker, heavier, and shorter than flight arrows—are used in warfare and can only be fired by long bows. Hunters use blunted arrows to kill small game animals without damaging the fur. 
Incendiary arrows are constructed by wrapping small bundles of kindling or cloth scraps covered with animal fat around the shafts, then lighting them. Incendiary arrows cause an extra 1 point of damage on impact unless the target makes a saving throw vs. death magic; at the DM's option, the arrow also ignites combustible materials. 
Arrowheads may also be tipped with venom, usually from serpents. The victim must save vs. poison or suffer an extra 2d4 damage. The DM may allow other poisons. 
Axe. A typical axe head is made from a chunk of stone or bone, ideally about 1–2 feet long, 6 inches wide, and 3-4 inches high. The center of the head must be perforated with a hole, a tedious process requiring a chisel-like tool made of a stronger material than the axe head. A thick stick is then wedged into the hole to make a handle. Grinding one or both sides of the head creates sharp edges. 
Bo. Primitive bows are made from flexible lengths of wood with strings of animal tendons or, occasionally, tough plant fibres. Short bows average five feet long. 
Dagger. Many barbarians use pieces of flint as daggers, chipped at one end to form points. Notches on either side prevent the weapon from slipping from the hand. A barbarian desiring a dagger with a handle squares off the blunt side of the flint, then presses the flint into a chunk of wood. A coat of gelatinous glue, made from boiled bones, secures the blade to the handle. Alternately, an elongated slab of obsidian or quartz may be tied with sinews or leather to a blunt bone. Serrating the edge of a dagger makes it more useful for sawing and slicing. The flat surfaces may be etched with ripples and crosses for decoration. 
Spear. Spear heads, usually made of bone or flint, are shaped flat and thin, often with serrated edges along the side. Heads average 3-4 inches, though some exceed a foot in length. The head is pressed into a notched shaft of bone or wood, then bound with strips of leather or gut. The shaft may be cross-hatched to make the spear easier to grip.
==New Weapons==
Artengak. Mainly used by arctic barbarians to hunt seal, the artengak consists of a wooden shaft, 4–5 feet long, with a needlelike bone point. A long leather cord attaches to the blunt end of the shaft. The user loops the cord around his wrist; the cord helps prevent an impaled animal from escaping with the weapon. 
Atlatl. The atlatl is a curved piece of wood with a hand grip that is used to propel javelins greater distances. A javelin is placed along a ridge in the atlatl, and then the wielder throws the javelin while holding on to the atlatl. The atlatl itself is not a weapon and causes no damage. 
Some barbarian cultures use darts instead of javelins when using the atlatl. 
Axe, Forearm. The forearm axe resembles a stone axe head with one or more spiky projections. Instead of lashing the head to a handle, the user lashes it to his forearm, enabling him to grip the head with the projections pointing outward. 
Bola. Useful as a weapon for entangling as well as damaging victims, the bola consists of one or more two-foot leather straps with 2-10 weights attached to the ends. The opposite ends of the straps are knotted together to make a handle. The weights may be stone, bone, or ivory, spherical or egg-shaped. For good luck, some users carve the weights to resemble birds or other animals. 
To attack, the user grips the handle, whirls the weighted strands over his head, then flings the bola at the target. If it hits, the strands wrap around the target, the weights smashing into his body. It takes the victim one round and a successful Strength check to free himself; if the check fails, the victim remains entangled. A bola can also be used to make various Called Shots:
* Legs. The victim must make a Dexterity check to avoid falling down. If the victim was moving, he suffers a 3 penalty to the check. The victim must untangle himself (with a Strength check) before he can run or walk again.
* Arms. The victim can't wield a weapon nor take advantage of his shield's AC bonus until he frees himself. Because he has no leverage, the Strength check to untangle is made with a -2 penalty. 
* Head. Unless the victim is wearing a close-faced helm or a great helm, he begins to strangle, suffering an automatic 1d3 points of damage per round until he frees himself with a Strength check. 
Boomerang. This curved throwing stick can hit targets at long distances. There are two types of boomerangs, both less than 2 feet long, weighing under half a pound, and typically made of wood.
The nonreturning boomerang is curved at an angle of less than 90 degrees and can strike targets as much as 100 yards away. If it misses its target, the nonreturning boomerang continues in the same direction until it drops to the ground.
The returning boomerang is curved at an angle of 90 degrees or more and can be thrown at distances up to 60 yards. If the boomerang misses its target, it arcs in the air and may return to the thrower. If the thrower makes a successful Dexterity check, the boomerang returns within a few feet of the thrower, allowing him to catch it. If the Dexterity check fails, the boomerang misses the thrower by a number of yards equal to the difference between the die-roll and the Dexterity score, multiplied by 10. A 1d8 roll indicates where the boomerang lands in relation to the thrower (1-north, 2=northeast, 3=east, 4=southeast, and so on). For example, if the thrower’s Dexterity is 12, the Dexterity check is 16, and the 1d8 roll is 5, then the boomerang lands 40 yards southwest of the thrower. 
Celt. A prototype of the battle axe, a celt resembles an axe head, roughly oval in shape, less than a foot long and a few inches wide. Celts are made of flint, quartz, granite, or obsidian. If a suitably sized stone or mineral fits comfortably in the hand, no modifications are necessary. Otherwise, the edges is chipped to make it easier to hold. Holes may be bored into flat celts; the user inserts his thumb and fingers into the holes, then grips the celt in his fist. A celt may be polished by grinding the surfaces in water and sand. When not wielded as a bludgeoning weapon, a celt serves as a chisel or wood-splitter. 
Club, Spiked. An ordinary club may be improved by imbedding it with sharp objects, essentially transforming it from a bludgeoning to a piercing weapon. Typical additions include shark’s teeth, obsidian insets, and porcupine quills. The spikes tend to fall out, however, requiring the user to replace them at regular intervals. Whenever the user rolls a natural 20 on an attack roll, the weapon loses some or all of its spikes; it then functions as a normal club. It takes 1–2 days to find and attach replacement spikes. 
Club, Throwing. This is a blunt, slender club light enough to hurl but heavy enough to bludgeon. It may be made of wood, stone, or bone, and is 1–2 feet long. If used in melee combat, a throwing club inflicts only half the listed damage (1d2 instead of 1d4). 
Iuak. This is a bone blade resembling a machete, about six inches wide and two feet long. The end is flat rather than pointed. Arctic barbarians use the iuak to cut blocks of ice to make houses, but it can also be wielded as a weapon. 
Sling, Stick. This weapon is made from a flexible tree branch, about two feet long and no more than an inch in diameter. A notch is cut a few inches from the far end of the stick. The user places a disk-shaped piece of flint, 2-3 inches in diameter, in the notch. Whipping the stick flings the disk at a remarkable speed. 
Sling, String. The end of a vine or thin strip of leather, about 2–3 feet long, is pressed into a grooved stone sphere. The user gently rotates the vine or strip over his head, than snaps it with a flick of the wrist, firing the sphere at the intended target. 
Rabbit Stick. A favorite weapon of horse riders, the rabbit stick can be used to dispatch small game and injure unmounted enemies. To make a rabbit stick, two flat strips of wood about three feet long and three inches wide are tied together at one end. Long notches are cut into the untied ends, then sharpened to fine points. Several holes are pierced in the center of the strips to reduce wind resistance. The user holds the rabbit stick by the tied ends, then smacks or slashes the notched ends at the target. 
 Table 42: Barbarian Missile Weapons
Weapon 	ROF** 	Range* 	Range* 	Range*
Weapon 	ROF** 	S 	M 	L
Atlatl 	1 	3 	6 	9
Atlatl dart 	1 	1 	2 	3
Bola 	1 	3 	6 	9
Boomerang 	Boomerang	Boomerang	Boomerang	Boomerang
Nonreturn 	1 	3 	7 	10
Returning 	1 	2 	4 	6
Club,throwing	1 	1 	2 	3
Sling, Stick 	2/1 	— 	— 	—
Sling, String	2/1 	— 	— 	—
Flint disk 	— 	3 	6 	9
Grooved Stone	— 	3 	6 	9
==Forbidden Weapons==
The DM may impose any of the following penalties when a barbarian uses a steel weapon or other weapons normally unavailable to him due to cultural or religious restrictions: 
* Because of the weapon's weight, texture, and shape, the barbarian has difficulty making effective attacks. He suffers a 2 penalty to all attack and damage rolls. (If he likes, the DM may increase this penalty to —3 or +4.) 
* The barbarian's gods may inflict any of the following punishments: his AC is reduced to 10, regardless of what armor he wears; the weapon shatters on a natural roll of 19 or 20; a handheld weapon glows with a ghostly flame after 1d6 rounds of combat, inflicting an automatic 1 hp damage to the wielder every round thereafter. 
* If the barbarian is a cleric, his deities may deny him access to spells above 2nd level or limit him to spells of a single sphere.
Category:The Complete Barbarian's Handbook