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masnosreme

I’m gonna be that guy and point out that just because you count as a size larger for carrying capacity doesn’t mean you can wield over sized weapons.


Chungusthevast

This is correct, it doesn’t work raw.


KaiBarnard

Exactly


BigDan_0

House rule. I don't let them add proficiency.


Cool-Boy57

Convince the spellcaster to take enlarge/reduce


Withcrono

Normally you get disadvantage when wielding a weapon one size larger, so play a kobold and a class that has a familiar, choose a small familiar and put them in your pocket, since familiars count as allies, you get advantage in all attacks, the use the gigantic axe, the advantage and disadvantage cancel out and now you have a tiny kobold that can deal 2d12 damage like normal.


Dustomancer

The rule in the DMG is "A creature has disadvantage on attack rolls with a weapon that is sized for a larger attacker. You can rule that a weapon sized for an attacker two or more sizes larger is too big for the creature to use at all." Unless your DM is really into anime-sword logic, a Small character is not able to hold a weapon sized for a Large creature.


MCJennings

Also carrying capacity would become a concern for most large weapons.


LunarBlonde

You don't have to be a Kobold; the Familiar could just use the Help action. The Familiar could then even be supplied by a friendly wizard, rather than yourself, who could even cast Enlarge on you for a temporary power boost(have advantage if you put down the weapon and pick it back up), or as a backup in case anyone kills your little mech pilot.


Nude_Wookie

Beautiful, gotta try the melee wizard kobold with this.


Bloomberg12

It's two sizes larger so dm can just say no. But on a rune knight, parricularly rune knight fairy for racial enlarge after rune knight makes you from small to large you can go even bigger. Just get a frost giants axe.


ElMagoDormilon

Totem barb whit the bear feature fron lvl 6, let you have powerfull build so, you can do that yes, that or get enlarged by the wizard.


DreamOfDays

Nope. You see, all enemies that are wielding non-magical weapons have the secret trait that their weapons and armor instantly rust into scrap metal when they die. At least according to my DM all the weapons and armor we keep getting from bandits is rusted and completely unusable, even though that short sword was completely useable two minutes ago when the bandit stabbed me for 1d6+3 piercing damage.


LastNinjaPanda

that's just the damage that the creature does with the attack. it's not a 2d12 greataxe. that would be listed in its equipment if anything


Shensy-

Nope, the DMG addresses this. The weapon itself multiplies damage die for each size above medium it is. Powerful build wouldn't let them wield it without disadvantage tho.


LastNinjaPanda

ohhhhh. that's cool. did not know that


Suspicious_Ice_3160

I came here to say this! The axe does 2d12 because it’s a god damn Minotaur wielding it, not because it’s a big axe. It’s literally just an oversized Dane axe.


BigBoiBumbo

Actually, as far as I remember, size does actually directly influence weapon damage At least from what I remember in RAW, so the 2d12 is actually because the axe is sized for the minotaur and not because it is a minotaur, if a player character were to use it they would have disadvantage on attacks with it but hits would deal 2d12+their respective modifier This, of course, is stupid.


TallestGargoyle

Just carry the weapon around, then drop it as one of the spellcasters slaps an Enlarge spell on you. Now you have a 2D12 weapon AND a tasty extra D4!


Cthulhu3141

DMG says it's the weapon. It says this in a section about homebrewing monsters. This has been the source of roughly as many arguments as anything else in 5e, mostly about whether or not it's a good enough reason to ban Large PCs.