When you look at the numbers they speak for themselves. Please leave the "(5e Equipment)" identifier in the page title when creating your new equipment! It is in the weapons section. Open Game Content (place problems on the discussion page). When you score a critical hit in 5e, you roll all of the damage dice twice, so 2d12 for the battleaxe and 4d6 for the maul and greatsword, then add modifiers.
Back to Main Page → 5e Homebrew → Equipment. REKT (Rapidly Escalating Kill Tactic) Weapon, Rhok'delar, Longbow of the Ancient Keepers, Thunderfury, Blessed Blade of the Windseeker, Variant, Weapon of Unerring Accuracy, +1, +2, or +3, Whip of the Broken Slave Masters (Ur-del Sur D’une), Malthezar's Magnificent Mace of Metaphysical Malarkey, Rho Aiasm, the 7 rings that protect the fiery heavens, https://www.dandwiki.com/w/index.php?title=5e_Magical_Weapons&oldid=1296126, Uncommon (+1), rare (+2), or very rare (+3), rare (+1), very rare (+2), or legendary (+3), common (1 Vial), uncommon (2 Vials), rare (3 Vials), very rare (4 Vials), legendary (5 Vials), any weapon with the heavy or two-handed property, common (+0), uncommon (+1), rare (+2), or very rare (+3), uncommon (+0), rare (+1), very rare (+2), or legendary (+3), uncommon (+0), rare (+1), or very rare (+2), rare (+0), very rare (+1), or legendary (+2), any weapon that deals piercing or slashing damage, arrow or any weapon that deals piercing or slashing damage, great sword, long sword, great axe or battle axe, uncommon (+1), rare (+2), or very rare (+3), any melee weapon without the heavy property, any melee weapon that deals bludgeoning damage, Any weapon which does not have the two-handed property, uncommon (+1d4), rare (+1d6), or very rare (+1d8), uncommon, rare (+1), very rare (+2), or legendary (+3). On Social Media: Roll20® is a Registered Trademark of The Orr Group, LLC. Barb is about devastating blows, fighters about endless barrage. Maul 5E Weapon Attributes Damage 2d6 Damage Type Bludgeoning Item Rarity Standard Item Type Melee Weapon Properties Heavy, Two-Handed Subtype Martial, Maul Weight 10 Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. It's a toss-up between defense/versatility and pure offense. why?
Don't forget that the Barbarian gets Brutal Critical once they hit level 9. Press J to jump to the feed.
However, as another poster said: the warhammer is versatile and can be used 1h or 2h, which will allow the use of shield and other offhand stuff. Please review the TOS and Privacy Policy.
Heavy, two-handed Back to Main Page → 5e System Reference Document → Equipment → Weapons. nothing says RAGE SMASH! Due to adding dice on crits, for some aspects it would only be adding 1d6, thus using 1d12 is just better. Our way of saying thanks! New comments cannot be posted and votes cannot be cast. This is part of the 5e System Reference Document. Using a two-handed Maul gives you more damage. Lets you dual wield non light weapons, so you could double up on the warhammers. It's also another equipment slot you can eventually get enchanted items for. because barbarian. thus, Maul. Incorrect.
Thus 2d6 weapons only gain 1d6 extra while 1d12 weapons gain a whole 1d12. Roll20 uses cookies to improve your experience on our site. At higher levels on a critical hit the half-orc will either do 6d10 (6-60) with the warhammer or 8d6 (8-48) with the maul. It just depends on whether you want your other hand free. Sry misread post, u are following brutal correctly. Pages with one or more improving, reviewing, or removing templates present. more than a very blunt, very large object that is definitely not originally meant as a weapon. And for slashing, if you're interested, this is the same reason to use a Greataxe over a Greatsword. Terms of Service and Privacy Policy Update. Update your cookie preferences. When you score a critical hit in 5e, you roll all of the damage dice twice, so 2d12 for the battleaxe and 4d6 for the maul and greatsword, then add modifiers. 5d12 and 7d6 respectively if not a half-orc. Between the two; If theme isn't a factor, I'd take a shield and hammer more often than not, since Barbarians have very few options for increasing their defense beyond their base. Off the top of my head, penalty for small creatures. Weapon Proficiency. I am planning on making a barbarian and want the most bang for my buck in terms of bludgeoning. By continuing to use our site, you consent to our use of cookies. bonus points for extra weight and lower price- nobody wants to steal a maul, the very least those filthy hobbitses. Maul.
Using a One-Handed Warhammer gives you a free hand (for potions/other items) or a shield. 2d6 is better than 1d12, it's certainly better than 1d10. With a maul, you only get to roll an extra d6, but with a warhammer, that can be an extra d10 (if you're using both hands). Warriors take the 2d6 as they have more tools to consistently strike and hit.
Your race, class, and feats can grant you proficiency with certain weapons or … Definitely go with the maul. Remember, the Barbarian unarmored defence doesn't stop you from using shields, only armour. As barbarian u want larger die, not more. All rights reserved. In terms of appearance what is the difference? Yes 2D6 would be more reliable. Press question mark to learn the rest of the keyboard shortcuts. Please help work on the problem presented on the template. Making custom character sheets is easier than ever with a special, streamlined game type to build and test them. U want the d12 not 2d6. Roll20 uses cookies to improve your experience on our site. Also, easier to maintain and more manly, since sharpening your weapons before battle whilst giving philosophical statements about life and death and the sharpness of the blade are for fighters, and fighters are intelligentsia-wannabees who dont know RAGE. Please leave the "(5e Equipment)" identifier in the page title when creating your new …
for RAGE. A subreddit dedicated to the various iterations of Dungeons & Dragons, from its First Edition roots to its Fifth Edition future. Half-orc higher level barbarian might want the warhammer for extra damage die on crits.
Would 2d6 be more reliable than 1d10? Weapon Cost Damage Weight Properties Maul: 10 gp: 2d6 bludgeoning: 10 lb.
Updated Dynamic Lighting now does as much and even more than our legacy system! barbarians just add more leather straps or work a nearby pine into a new handle, whilst grunting to themselves and eyeing the rest of the party with suspicion. You could always take the Dual Wielder feat.
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Granted that will only be 5% of your rolls.
Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. Brutal critical adds "a" weapon die.
These artifacts have been vetted through the Featured Articles or Quality Articles process and are suitable for any normal campaign. It won't always be the biggest deal in a fight, but getting to roll an extra weapon damage die when you crit has the potential to be a decent chunk of damage. Maul: for crushing, for smashing. Roll20 Reserve is live with monthly perks for Pro Subscribers.
Maul 5E Weapon Attributes Damage 2d6 Damage Type Bludgeoning Item Rarity Standard Item Type Melee Weapon Properties Heavy, Two-Handed Subtype Martial, Maul Weight 10 It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3.
As a half-orc barbarian the axe will do 6d12 (6-72) while the sword will do 8d6 (8-48). Edit: Nevermind, the 1d10 is when two-handing the warhammer, it's 1d8 when one-handing it.
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