The wielder may gain a surprise action by making a Charisma(Deception) check vs the opponent's Wisdom(Insight), passive if the target isn't actively looking for danger, or a roll if the target is watching carefully.
Weapons lose this quality after five consecutive rounds of combat until a short or long rest is completed so that the owner can repair any damage and clean any marks that betray its use as a weapon. On an attack roll of 1, it loses this quality and major repairs or replacements equal to half the cost of the weapon will be required to regain the Innocuous quality.
- Hairpins - 4 GP - 1d4 Piercing - 1 lb - Finesse, Light, Innocuous
- Appears as a basic hair decoration.
- Silk-Chain - 6 GP - 1d4 Bludgeoning - 2 lbs - Finesse, Innocuous
- A length of weighted chain wrapped in silk to appear as a belt.
- Steel Fan - 10 GP - 1d4 Slashing - 1 lb - Finesse, Light, Innocuous
- A folding fan with sharp edges and steel frame reinforcement.
- Hard Fan - 3 GP - 1d4 Bludgeoning - 2 lb - Finesse, Light, Innocuous
- A solid form, hand-fan made a bit sturdier than normal.
- Weighted Sleeves - 4 GP - 1d4 Bludgeoning - 2 lbs. - Finesse, Innocuous, Light
- A modification to a wide sleeved robe or tunic such that when the base is gripped in a fist, the weight can be wielded like a make-shift flail.
- Hard Fan - 3 GP - 1d3 Bludgeoning - 2 lb - Finesse, Light, Innocuous, Defensive
Note that Weighted Sleeves would still count as taking up a hand because you need to grip the sleeve to use them well. You could instead wield a normal weapon but not the sleeve in the hands with that weapon.
Proficiency with these weapons are up to the GM, but here are some options:
- Consider them Improvised Weapons
- Consider them Martial Weapons
- Fold them in to other weapon types they are based on.
- Hairpins - Dagger
- Silk Chain - Flail or Whip (Martial)
- Steel Fan - Sickle
- Hard Fan - Club
- Weighted Sleeves - Flail or Whip (Martial)
- Proficiency based on background. Some example backgrounds that would fit are listed below.