Weapon Mastery in Mystara

This section only available to players willing to provide a annotated character stat block of each level

Update - This s now part of the Secret Craft of Masters of Battle

Weapon mastery increases the skilled us of weapons above those of ordinary people.

Characters gain one point in mastery in weapons for every three character levels.

Fighters gain an additional 4 points of mastery.

Barbarians, Paladins and Rangers gain an additional 2 points of mastery.

Taking the Weapon Master feat provides 4 points of mastery, which can be used to learn new weapons or increase mastery of the weapon.

See downtime for learning times and costs.

Levels of training are non-proficient, proficient, skilled, expert, master and grand master.

  • Basic or Tier 1 (Levels 1-4) can increase to Skilled Level (requires Master of Battle 1st Circle)
  • Expert or Tier 2 (Levels 5-10) can increase to Expert Level (requires Master of Battle 2nd Circle)
  • Companion or Tier 3 (Levels 11-16) can increase to Master (requires Master of Battle 3rd Circle)
  • Master or Tier 4 (Levels 17-20) can increase to Grand Master (requires Master of Battle 4th Circle)

Non-Proficient does not use proficiency bonus to attack and can't use any of the new weapon abilities presented below.

Weapon Mastery Levels

Simple Weapons

One Handed or Versatile Simple:

  • Blackjack
1d2 bludgeoning, 5 gp, 1 lb. Light, KnockoutSkilled: 1d4 bludgeoning, Knockout (Base DC +1)Expert: 1d6 bludgeoning, Knockout (Base DC +2)Master: 1d8 bludgeoning, Knockout (Base DC +3)Grand Master: 1d10, Knockout (Base DC +4)
  • Cestus
1d3 bludgeoning, 5 gp, 1 lb. Light, Extra attackSkilled: 1d4 bludgeoningExpert: 1d6 bludgeoningMaster: 1d8 bludgeoningGrand Master: 1d10 bludgeoning
  • Club (or torch)
1d4 bludgeoning, 1 sp, 2 lb. LightSkilled: 1d6 bludgeoning, AC (+1/2), Deflect (1)Expert: 1d8 bludgeoning, AC (+2/2), Thrown (ranged -/25)Master: 1d10 bludgeoning, AC (+3/3), Deflect (2)Grand Master: 1d12 bludgeoning, AC (+4/4), Thrown (ranged 10/40)Weapon Options: Improvised Clobber (mhh48), Blackjack (mhh48)
  • Dagger
1d4 piercing, 2 gp, 1 lb. Finesse, Light, Thrown (range 20/60)Skilled: 1d6 piercing, Crit (19-20), Thrown (range 25/70), Expert: 1d8 piercing, Crit (18-20), Thrown (range 30/80)Master: 1d10 piercing, Crit (17-20), Thrown (range 35/90)Grand Master: 1d12 piecing, Crit (16-20), Thrown (range 40/100)Weapon Options: Pinning Point (mhh49), Concealed Blade (mhh49)
  • Hammer, Light (Throwing hammer)
1d6 bludgeoning 2 gp, 2 lb. Light, Thrown (range 20/60)Skilled: 1d8 bludgeoning, AC (+1/2), Thrown (range 25 + Stun/70)Expert: 1d10 bludgeoning, AC (+2/3), Thrown (range 30 + Stun/80)Master: 1d12 bludgeoning, AC (+3/4), Thrown (range 35 + Stun/90)Grand Master: 2d8 bludgeoning, AC (+4/5), Thrown (range 40 + Stun/100)Weapon Options: Dazing Blow (mhh50), Sunder Joints (mhh50)
  • Handaxe
1d6 slashing, 5 gp, 2 lb. Light, Thrown (range 20/60)Skilled: 1d8 slashing, AC (+1/1), Thrown (range 25/70)Expert: 1d10 slashing, AC (+2/2), Thrown (range 30/80)Master: 1d12 slashing, AC (+3/3) Thrown (range 35/90)Grand Master: 2d8 slashing, Thrown (range 40/100)Weapon Options: Pinning Edge (mhh49)
  • Javelin
1d6 piercing, 5 sp, 2 lb. Thrown (range 30/120)Skilled: 1d8 piercing, Thrown (range 35/130)Expert: 1d10 piercing, Thrown (range 40/140)Master: 1d12 piercing, Thrown (range (45/150)Grand Master: 2d8 piercing, Thrown (range 50/160)Weapon Options: Fearsome Accuracy (mhh49), Trip (mhh49)
  • Lasso (made from 50 ft rope)
Entangle, Reach 10Skilled: Strangle, Reach 15Expert: Reach 20Master: Stun, Reach 25Grand Master: Reach 30
  • Mace
1d6 bludgeoning, 5 gp, 4 lb.Skilled: 1d8 bludgeoning, AC (+1/1)Expert: 1d10 bludgeoning, AC (+2/2), Thrown (range -/20)Master: 1d12 bludgeoning, AC (+3/3)Grand Master: 2d8 bludgeoning, AC (+4/3), Thrown (range 10/30)Weapon Options: Bruising Blow (mhh48), Ribshatter (mhh48)
  • Quarterstaff (staff)
1d6 bludgeoning, 2 sp, 4 lb. Versatile (1d8)Skilled: 1d6+2 bludgeoning, AC (+1/2), Deflect (1), Versatile (1d8+2)Expert: 1d8+2 bludgeoning, AC (+2/2), Deflect (2), Versatile (2d6)Master: 2d6 bludgeoning, AC (+3/3), Deflect (3), Versatile (2d8)Grand Master: 2d8 bludgeoning, AC (+4/4), Deflect (4), Versatile (2d10)Weapon Options: Vault (mhh48)
  • Sickle
1d4 slashing, 1 gp, 2 lb. LightSkilled: 1d6 slashing, Disarm, HookExpert: 1d8 slashing, Disarm (Base DC +1)Master: 1d10 slashing, Disarm (Base DC +2)Grand Master: 1d12 slashing, Disarm (DC +3)
  • Spear
1d6 piercing, 1 gp, 3 lb. Thrown (range 20/60), Set, Versatile (1d8)Skilled: 1d8 piercing, Thrown (range 25/70), Versatile (1d10)Expert: 1d10 piercing, Stun, Thrown (range 30/80), Versatile (1d12)Master: 1d12 piercing, Thrown (range 35/90), Versatile (2d8)Grand Master: 2d8 piercing, Thrown (range 40/100), Versatile (2d10)
  • Unarmed
1 bludgeoning (or what ever is higher for class feature or feat)Skilled: 1d2 bludgeoning (or upgrade the existing dice), KnockoutExpert: 1d4 bludgeoning (or upgrade the existing dice)Master: 1d6 bludgeoning (or upgrade the existing dice)Grand Master: 1d8 bludgeoning (or upgrade the existing dice)

Two Handed Simple:

  • Greatclub
1d8 bludgeoning, 2 sp, 10 lb, Two-handedSkilled: 1d10 bludgeoning, AC (+1/1), StunExpert: 1d12 bludgeoning, AC (+1/2), Defect (1)Master: 2d8 bludgeoning, AC (+1/3)Grand Master: 2d10 bludgeoning, AC (+2/3), Deflect (2)Weapon Options: Hurling Impact (mhh48), Ribshatter (mhh48)

Ranged Simple:

  • Bola
1d2 bludgeoning, 5 gp, Entangle, Strangle, Thrown (range 20/60)Skilled: 1d3 bludgeoning, AC (+1/1), Strangle (Base DC +1)Expert: 1d4 bludgeoning, AC (+2/2), Crit (19-20), Strangle (Base DC +2)Master: 1d6 bludgeoning, AC (+3/3), Crit (18-20), Strangle (Base DC +3)Grand Master: 1d8 bludgeoning, AC (+4/3), Crit (17-20), Strangle (Base DC +4)
  • Crossbow, Light
1d8 piercing, 25 gp, 5 lb. Ammunition (range 80/320), Loading, Two-handedSkilled: 1d10 piercing, AC (+1/1), Ammunition (range 90 + Stun/340)Expert: 1d12 piercing, AC (+2/2), Ammunition (range 100 + Stun/360)Master: 2d8 piercing, AC (+2/3), Ammunition (range 110 + Stun/380)Grand Master: 2d10 piercing, AC (+3/3), Ammunition (range 120 + Stun/380)Weapon Options: Shrapnel Shot (mhh50), Patient Shot (mhh50)
  • Dart
1d4 piercing, 5 cp, 1/4 lb. Finesse, Thrown (range 20/60)Skilled: 1d6 piercing, Extra attack, Thrown (range 25/70)Expert: 1d8 piercing, Thrown (range 30/80)Master: 1d10 piercing, Thrown (range 35/90)Grand Master: 1d12 piercing, Thrown (range 40/100)
  • Shortbow
1d6 piercing, 25 gp, 2 lb. Ammunition (range 80/320), Two-handedSkilled: 1d8 piercing, AC (+1/1), Ammunition (range 90 + Delay/340)Expert: 1d10 piercing, AC (+1/2), Ammunition (range 100 + Delay/360)Master: 1d12 piercing, AC (+2/2), Ammunition (range 110 + Delay/380)Grand Master: 2d8 piercing, Ammunition (range 120 + Delay/400)Weapon Options: Pinning Shot (mhh51), Distracting Shot (mhh51), Trick Shot (mhh51)
  • Sling
1d4 bludgeoning, 1 sp, 1/10 lb. Ammunition (range 30/120)Skilled: 1d6 bludgeoning, AC (+1/1), Ammunition (range 35 + Stun/130)Expert: 1d8 bludgeoning, AC (+2/3), Ammunition (range 40 + Stun/140)Master: 1d10 bludgeoning, AC (+3/3), Ammunition (range 45 + Stun/150)Grand Master: 1d12 bludgeoning, AC (+4/4), Ammunition (range 50 + Stun/160)Weapon Options: Underdog Strike (mhh51), Headcrack (mhh51)

Shield (can't be used without proficiency):

  • Horned Shield
Proficient: 1d2 piercing, 15 gp, 2 lb. AC (+1/1), Extra attackSkilled: 1d4 piercing Expert: 1d6 piercing, AC (+1/2)Master: 1d8 piercing, AC (+1/4)Grand Master: 1d10 piercing, AC (+1/6)
  • Knife Shield
Proficient: 1d4+1 slashing, 65 gp, 7 lb. AC (+1/all), Break, Extra attackSkilled: 1d6+1 slashingExpert: 1d8+1 slashing, AC (+2/all)Master: 1d10+1 slashingGrand Master: 1d12+1 slashing
  • Sword Shield
Proficient: 1d6+2 slashing, 200 gp, 9 lb. AC (+1/2), Break, Extra attackSkilled: 1d8+2 slashingExpert: 1d10+2 slashing, AC (+2/3)Master: 1d12+2 slashingGrand Master: 2d8 slashing, AC (+3/4)
  • Tusked Shield
Proficient: 1d4+1 piercing, 200 gp, AC (+1/all), Break, Extra attackSkilled: 1d8+1 piercing, AC (+2/all)Expert: 2d6+1 piercingMaster: 2d8+1 piercing, AC (+3/all)Grand Master: 2d10+1 piercing

Martial Weapons

One Handed or Versatile Martial:

  • Bastard Sword
1d6+1 slashing, 15 gp, 4 lb. Versatile (1d8+1)Skilled: 1d8+1 slashing, AC (+1/1), Deflect (1), Versatile (1d10+1)Expert: 1d10+1 slashing, AC (+2/2), Thrown (range -/5), Versatile (1d12+1)Master: 1d12+1 slashing, AC (+3/2), Deflect (2), Versatile (2d8+1)Grand Master: 2d8+1 slashing, AC (+4/3), Deflect (3), Thrown (range -/10), Versatile (2d10+1)
  • Battleaxe
1d8 slashing, 10 gp, 4 lb. Versatile (1d10)Skilled: 1d10 slashing, AC (+2/2), Delay, Versatile (1d12)Expert: 1d12 slashing, AC (+3/2), Thrown (range -/10), Versatile (2d8)Master: 2d8 slashing, AC (+3/3), Stun, Versatile (2d10)Grand Master: 2d10 slashing, AC (+4/4), Thrown (range 5/15), Versatile (2d12)Weapon Options: Crushing Blow (mhh47)
  • Flail
1d8 bludgeoning, 10 gp, 2 lb.Skilled: 1d10 bludgeoning, AC (+1/1), StunExpert: 1d12 bludgeoning, AC (+1/2), Deflect (1)Master: 2d8 bludgeoning, AC (+2/2), Throw (range -/10)Grand Master: 2d10 bludgeoning, AC (+3/2), Deflect (2)Weapon Options: Chain Garrote (mhh48), Shield Snare (mhh48)
  • Lance
Special (1 handed mounted, or 2 handed on foot)1d12 piercing, 10 gp, 6 lb. Charge, Reach, Skilled: 2d8, AC (+2/1)Expert: 2d10, AC (+3/1)Master: 2d12, AC (+3/2)Grand Master: 3d10, AC (+4/2)Weapon Options: Charge (mhh47), Repel Charge (mhh47)
  • Longsword (normal sword)
1d8 slashing, 15 gp, 3 lb. Versatile (1d10)Skilled: 1d10 slashing, AC (+2/1), Deflect (1), Disarm, Versatile (1d12)Expert: 1d12 slashing, AC (+2/2), Deflect (2), Disarm (Base DC +1), Thrown (range -/10), Versatile (2d8)Master: 2d8 slashing, AC (+3/3), Disarm (Base DC +2), Versatile (Base DC +2), Versatile (2d10)Grand Master: 2d10 slashing, AC (+4/3), Deflect (3), Disarm (Base DC +4), Thrown (range 5/15), Versatile (2d12)Weapon Options: Lock Blades (mhh47), Short Draw (mhh47)
  • Morningstar
1d8 piercing, 15 gp, 4 lb.Skilled: 1d10 piercing, AC (+1/1), DisarmExpert: 1d12 piercing, AC (+2/2), Thrown (range -/20)Master: 2d8 piercing, AC (+2/3)Grand Master: 2d10 piercing, AC (+2/4), Thrown (range 5/30)Weapon Options: Bruising Blow (mhh48), Ribshatter (mhh48)
  • Pick, War
1d8 piercing, 5 gp, 2 lbSkilled: 1d10 piercing, Deflect (1), Disarm, HookExpert: 1d12 piercing, Thrown (range -/20)Master: 2d8 piercing, Deflect (2)Grand Master: 2d10 piercing, Thrown (range 10/40)Weapon Options: Piercing Point (mhh49), Trip (mhh49)
  • Rapier
1d8 piercing, 25 gp, 2 lb. FinesseSkilled: 1d10 piercing, AC (+2/1), Deflect (1), DisarmExpert: 1d12 piercing, AC (+2/2), Deflect (2)Master: 2d8 piercing, AC (+3/3), Deflect (3)Grand Master: 2d10 piercing, AC (+4/4), Deflect (4)Weapon Options: Main Gauche (mhh47), Lock Blades (mhh47)
  • Scimitar
1d6 slashing, 25 gp, 3 lb. Finesse, LightSkilled: 1d8 slashing, AC (+1/1), Deflect (1)Expert: 1d10 slashing, AC(+1/2), DisarmMaster: 1d12 slashing, AC (+2/2), Crit (19-20), Deflect (2)Grand Master: 2d8 slashing, AC (+3/2), Crit (18-20)Weapon Options: Bloody Wound (mhh47), Short Draw (mhh47)
  • Shortsword
1d6 piercing, 10 gp, 2 lb. Finesse, LightSkilled: 1d8 piercing, AC (+1/1), Deflect (1), Disarm (Base DC)Expert: 1d10 piercing, AC (+2/2), Deflect (2), Disarm (Base DC +1), Thrown (range -/20)Master: 1d12 piercing, AC (+2/3), Deflect (3), Disarm (Base DC +2)Grand Master: 2d8 piercing, AC (+3/4), Disarm (Base DC +3), Thrown (range 10/30)Weapon Options: Close Quarter Combat (mhh47), Short Draw (mhh47)
  • Trident
1d6 piercing, 5 gp, 4 lb. Thrown (range 20/60), Versatile (1d8)Skilled: 1d8 piercing, Skewer, Thrown (range 25/70), Versatile (1d10)Expert: 1d10 piercing, Thrown (range 30/80), Versatile (1d12)Master: 1d12 piercing, Thrown (range 35/90), Versatile (2d8)Grand Master: 2d8 piercing, Thrown (range 40/100), versatile (2d10)Weapon Options: Pin (mhh48), Disarming Parry (mhh48)
  • Warhammer
1d8 bludgeoning, 15 gp, 2 lb. Versatile (1d10)Skilled: 1d10 bludgeoning, AC (+2/2), Versatile (2d6)Expert: 2d6 bludgeoning, AC (+3/3), Thrown (range -/20), Versatile (2d8)Master: 2d8 bludgeoning, AC (+4/3), Versatile (2d10)Grand Master: 2d10 bludgeoning, AC (+5/4), Thrown (range 10/30), Versatile (2d12)Weapon Options: Bruising Blow (mhh49), Sundering Strike (mhh49)
  • Whip
1d4 slashing, 2gp, Entangle, Finesse, ReachSkilled: 1d4+1 slashing, AC (+2/2/range), Entangle (Base DC +1), StrangleExpert: 1d6+1 slashing, AC (+3/3), Entangle (Base DC +2)Master: 1d8+1 slashing, AC (+4/3), Entangle (Base DC +3)Grand Master: 1d10+1 slashing, AC (+4/4) Entangle (Base DC +4)

Two Handed Martial:

  • Bardiche (polearm)
1d10 slashing, 20 gp, 6 lb. Heavy, Set, Reach, Two-handedSkilled: 2d6 slashing, AC (+1/1), Deflect (1)Expert: 2d8 slashing, AC (+2/1)Master: 2d10 slashing, AC (+2/2), Deflect (2)Grand Master: 2d12 slashing, AC (+3/2)
  • Bill (polearm)
1d10 slashing, 20 gp, 6 lb. Heavy, Hook, Reach, Two-handedSkilled: 1d12+1 slashing, AC (+1/1), Deflect (1)Expert: 2d8 slashing, AC (+2/1)Master: 2d10 slashing, AC (+2/2), Deflect (2)Grand Master: 2d12 slashing, AC (+3/3)
  • Gisarme (polearm)
1d10 piercing, 20 gp, 18 lb. Heavy, Hook, Reach, Two-handedSkilled: 2d6 piercing, AC (+2/1), Deflect (1)Expert: 2d8 piercing, AC (+2/2)Master: 2d10 piercing, AC (+3/2), Deflect (2)Grand Master: 2d12 piercing, AC (+3/3)
  • Glaive (polearm)
1d10 slashing, 20 gp, 6 lb. Heavy, Reach, Two-handedSkilled: 1d12+1 slashing, AC (+1/1), Deflect (1), SetExpert: 2d8 slashing, AC (+2/1), Crit (19-20)Master: 2d10 slashing, AC (+2/2), Crit (18-20), Deflect (2)Grand Master: 2d12 slashing, AC (+3/3) , Crit (17-20)Weapon Options: Disarming Parry (mhh47), Trip (mhh47)
  • Greataxe
1d12 slashing, 30 gp, 7 lb. Heavy, Two-handedSkilled: 2d8 slashing, AC (+2/2), Deflect (1)Expert: 2d10 slashing, AC (+2/3)Master: 2d12 slashing, AC (+2/4), Deflect (2)Grand Master: 3d10 slashing, AC (+3/4)Weapon Options: Sundering Strike (mhh52). Disarming Parry (mhh52)
  • Greatsword (Two-Handed Sword)
2d6 slashing, 50 gp, 6 lb. Heavy, Two-handedSkilled: 2d6+2 slashing, Deflect (1), StunExpert: 2d8+2 slashing, Deflect (2)Master: 2d10+3 slashingGrand Master: 2d12+3 slashing, Deflect (3)Weapon Options: Arching Slash (mhh46), Grinding Halt (mhh46)
  • Halberd (polearm)
1d10 slashing,, 20 gp, 6 lb. Heavy, Hook, Reach, Two-handedSkilled: 2d6 slashing, AC (+1/1), Disarm, Hook (Base DC +1)Expert: 2d8 slashing, AC (+2/1), Deflect (1), Hook (Base DC +2), Master: 2d10 slashing, AC (+2/2), Hook (Base DC +3)Grand Master: 2d12 slashing, AC (+3/2), Deflect (2), Hook (Base DC +4)Weapon Options: Rebuff (mhh47), Trip (mhh47)
  • Lochaber Axe (polearm)
1d10 slashing, 20 gp, 8 lb. Heavy, Hook, Reach, Two-handedSkilled: 2d6 slashing, AC (+1/1), Disarm, Hook (Base DC +1)Expert: 2d8 slashing, AC (+2/1), Deflect (1), Hook (Base DC +2), Master: 2d10 slashing, AC (+2/2), Hook (Base DC +3), StunGrand Master: 2d12 slashing, AC (+3/2), Deflect (2), Hook (Base DC +4)
  • Maul
2d6 bludgeoning, 10 gp, 10 lb. Heavy, Two-handedSkilled: 2d8 bludgeoning, StunExpert: 2d10 bludgeoningMaster: 2d12 bludgeoningGrand Master, 3d10 bludgeoningWeapon Options: Crushing Blow (mhh49), Hurling Impact (mhh49)
  • Partizan (polearm)
1d10 piercing, 20 gp, 18 lb. Heavy, Reach, Two-handedSkilled: 2d6 piercing, AC (+2/1), Deflect (1), Disarm, SetExpert: 2d8 piercing, AC (+2/2)Master: 2d10 piercing, AC (+3/2), Deflect (2)Grand Master: 2d12 piercing, AC (+3/3)
  • Pike (polarm)
1d10 piercing, 5 gp, 18 lb. Heavy, Reach, Two-handedSkilled: 2d6 piercing, AC (+2/1), Deflect (1)Expert: 2d8 piercing, AC (+2/2)Master: 2d10 piercing, AC (+3/2), Deflect (2)Grand Master: 2d12 piercing, AC (+3/3)Weapon Options: Phalanx (mhh48), Repel Charge (mhh48)
  • Poleaxe (polarm)
1d10 slashing, 10 gp, 6 lb. Heavy, Reach, Two-handedSkilled: 1d12+1 slashing, AC (+1/1), Deflect (1)Expert: 2d8 slashing, AC (+2/1)Master: 2d10 slashing, AC (+2/2), Deflect (2)Grand Master: 2d12 slashing, AC (+3/3)
  • Ranseur (polearm)
1d10 slashing, 20 gp, 6 lb. Heavy, Reach, Two-handedSkilled: 2d6 slashing, AC (+1/1), Disarm, SetExpert: 2d8 slashing, AC (+2/1), Deflect (1)Master: 2d10 slashing, AC (+2/2)Grand Master: 2d12 slashing, AC (+3/2), Deflect (2)
  • Spetum (polearm)
1d10 piercing, 5 gp, 18 lb. Heavy, Reach, Two-handedSkilled: 2d6 piercing, AC (+2/1), Deflect (1), DisarmExpert: 2d8 piercing, AC (+2/2)Master: 2d10 piercing, AC (+3/2), Deflect (2)Grand Master: 2d12 piercing, AC (+3/3)
  • Spontoon (polearm)
1d6 piercing, 3 lb. Set, Versatile (1d8)Skilled: 1d8 piercing, Versatile (1d10)Expert: 1d10 piercing, Crit (19-20), Stun, Versatile (1d12)Master: 1d12 piercing, Crit (18-20), Versatile (2d8)Grand Master: 2d8 piercing, Crit (17-20), Versatile (2d10)
  • Voulge (polearm)
1d12 slashing, 45 gp, 16 lb. Heavy, Reach, Two-handedSkilled: 2d8 slashing, AC (+1/1)Expert: 2d10 slashing, AC (+2/1), Crit (19-20)Master: 2d12 slashing, AC (+2/2), Crit (18-20), Deflect (1)Grand Master: 3d10 slashing, AC (+3/3), Crit (17-20), Deflect (2)

Ranged Martial:

  • Blowgun (up to 2' or one handed)
1 piercing, 10 gp, 1 lb. Ammunition (range 25/100), LoadingSkilled: Ammunition (range 30/110), Poison (DC +1)Expert: Ammunition (range 35/120), Poison (DC +2)Master: Ammunition (range 40/130), Poison (DC +3)Grand master: Ammunition (range 35/140), Poison (DC +4)Weapon Options: Deathtoad Toxin (mhh50), Chuul Ichor (mhh50)
  • Blowgun (over 2' or two handed)
1d2 piercing, 20 gp, 2 lb. Ammunition (range 40/150), Loading, Two-handedSkilled: Ammunition (range 45/160), Poison (DC +1)Expert: Ammunition (range 50/170), Poison (DC +2)Master: Ammunition (range 55/180), Poison (DC +3)Grand master: Ammunition (range 60/190), Poison (DC +4)Weapon Options: Deathtoad Toxin (mhh50), Chuul Ichor (mhh50)
  • Crossbow, Hand
1d6 piercing, 75 gp, 3 lb. Ammunition (range 30/120), Light, LoadingSkilled: 1d8 piercing, Ammunition (range 35 + Delay/130), Poison (DC +1)Expert: 1d10 piercing, Ammunition (range 40 + Delay/140), Poison (DC +2)Master: 1d12 piercing, Ammunition (range 45 + Delay/150), Poison (DC +3)Grand Master: 2d8 piercing, Ammunition (range 50 + Delay/160), Poison (DC +4)Weapon Options: Concealed Sidearm (mhh50), Rapid Shot (mhh51)
  • Crossbow, Heavy
1d10 piercing, 50 gp, 18 lb. Ammunition (range 100/400), Heavy, Loading, Two-handedSkilled: 1d12 piercing, AC (+1/1), Ammunition (range 110 + Stun/420)Expert: 2d8 piercing, AC (+2/2), Ammunition (range 120 + Stun/440)Master: 2d10 piercing, AC (+3/2), Ammunition (range 130 + Stun/460)Grand Master: 2d12 piercing, AC (+3/3), Ammunition (range 150 + Stun/500)Weapon Options: Shrapnel Shot (mhh50), Patient Shot (mhh50)
  • Longbow
1d8 piercing, 50 gp, 2 lb. Ammunition (range 150/600), Heavy, Two-handedSkilled: 1d10 piercing, AC (+1/1), Ammunition (range 160 + Delay/620)Expert: 1d12 piercing, AC (+2/1), Ammunition (range 170 + Delay/640)Master: 2d8 piercing, AC (+2/2), Ammunition (range 180 + Delay/660)Grand Master: 2d10 piercing, Ammunition (range 200 + Delay)/700)Weapon Options: Pinning Shot (mhh51), Distracting Shot (mhh51), Trick Shot (mhh51)
  • Net
1 gp, 3 lb. Entangle, Thrown (range 5/15)Skilled: AC (+2/1), Entangle (Base DC +1), Thrown (range 10/25)Expert: AC (+4/2), Entangle (Base DC +2), Thrown (range 15/35)Master: AC (+6/3), Entangle (Base DC +4), Thrown (range 20/45)Grand Master: AC (+8/4), Entangle (Base DC +6), Thrown (range 25/60)Weapon Options: Ensaring (mhh50), Blinding Bonds (mhh50), Wing-Wrapping Net (mhh50)

New Weapon Abilities

All DC are set with a Base DC of 8 + ability mod used in the attack.

AC (ac bonus/number of attacks): As a bonus action, you can increase your AC with the ac bonus against the number of attacks per round.Break: This weapon is fragile. If the attack roll to hit a target or be hit by an opponent is rolled, then there is a 50% chance the weapon will break. Charge: If the attacker can move twenty or more feet in a straight line before attacking, then a hit is treated as a critical hit.Crit (range): This represents the weapon scoring a critical hit if the roll other than a 20 is still a hit. A 20 is always considered a hit and a critical hit.Deflect (number of attack): As a bonus action, you can deflect a number of attacks per round. This can be used to deflect melee or ranged weapons with a base of ability mod for weapon using the attack roll as DC. Failure to deflect an attack still uses the ability.Delay: On a Crit, the target must make a Con save vs Base DC. If they fail they are fatigued.Disarm: As a bonus action, if you have struck an opponent this weapon this round, you can attempt to disarm your opponent with the opponent making a Dex save vs Base DC. If they roll a natural 20, you are disarmed instead.Entangle: A large or smaller creature is restrained. A creature may make an action to perform a Base DC Strength check to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the weapon. When you attack with this weapon it is the only attack you can make in the round.Extra attack: As a bonus action, an attack can be done with this weapon if you have already attacked with another one-handed weapon this round. The attack, unlike usual two weapon fighting, adds the ability bonus to damage if striking the same target. Otherwise this is treated as a Light weapon.Hook: As a bonus action, if you have struck an opponent with this weapon this round, you can attempt a hook attempt with opponent making Strength vs Base DC or fall prone. If they roll a natural 20, you are disarmed instead.Knockout: On a Crit, the target must make a Con save vs Base DC. If they fail they are unconscious for one round. No effect if they pass. If this effect is increased for longer than a round, then the target receives a save each round to remove the effect. Set: As a reaction, a wilder can set this weapon against a charging foe, receiving a free attack which if it hits is treated as a Crit.Skewer: On a Crit the attacker can choose to leave this weapon in the victim Con save vs Base DC. This causes 1d6 piercing damage at the start of the targets turn (unless they choose not to move or attack that round). The weapon can be removed Str save vs Base DC causing 1d6 slashing damage. Strangle: On a Crit this weapon causes the target to become incapacitated and stops the targets ability to breathe (if it does not breathe no effect) and follows rules for suffocation. Con save vs Base DC to avoid the effect.Stun: On a Crit, the target must make a Con save vs Base DC. If they fail they are stunned for one round. No effect if they pass. If this effect is increased for longer than a round, then the target receives a save each round to remove the effect.

D&D 5E Conditions

Fatigued

Gains one level of Exhaustion. See Exhaustion (below).

Incapacitated

  • An incapacitated creature can’t take actions or reactions.

Restrained

  • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

Stunned

  • A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Unconscious

  • An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
  • The creature drops whatever it’s holding and falls prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Exhaustion

Some Special Abilities and environmental hazards, such as starvation and the long-­term effects of freezing or scorching temperatures, can lead to a Special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

Exhaustion Effects

Level - Effect

1 - Disadvantage on Ability Checks

2 - Speed halved

3 - Disadvantage on Attack rolls and saving throws

4 - Hit point maximum halved

5 - Speed reduced to 0

6 - Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on Ability Checks.

An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.

Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.

Weapons Master

Fighter Archetype

Trained in making the most out of weapons you gain the following benefits. You select this archetype at 3rd level. You now add your proficiency dice to the DC of effects in New Weapon Abilities in the Weapon Mastery section.

Note: Stacks with Weapon Master feat.

At each advancement (3rd, 7th, 10th and 18th), gain an weapons option with a weapon of your choice.

Skilled Weapon Use

At 3rd level pick one of the following:

  • 4 weapons become skilled level
  • 1 weapon becomes expert level

Add your proficiency dice to the Base DC (Base of 8 + proficiency + ability mod used in attack) of effects in New Weapon Abilities in the Weapon Mastery section. If already gaining proficiency (via the feat) increase by +1 instead.

Expert Weapon Use

At 7th level pick one of the following:

  • All weapons become skilled level (note can reduce higher level training)
  • 4 weapons become expert level
  • 1 weapon becomes master level

Add an additional round to all round effects. Deflect DC reduced by 1. Base DC of effects increase by 1 (Base of 8 + 1 + proficiency + ability mod used in attack). Expert weapon masters can trigger two weapon affects with a single bonus action if all weapons held are at least at expert skill level.

Master Weapon Use

At 10th level pick one of the following:

  • All weapons become expert level (note can reduce higher level training)
  • 4 weapons become master level
  • 1 weapon becomes grand master level

Add an additional round to all round effects. Deflect DC reduced by 2 with advantage. Base DC of effects increase by 1 (Base of 8 + 2 + proficiency + ability mod used in attack). Master weapon masters can trigger all weapon effects with a single bonus action if all weapons held are at least the master skill level.

Grand Master Weapon Use

At 18th level pick one of the following:

  • All weapons become master level (note can reduce higher level training)
  • 4 weapons become grand master level

Add an additional round to all round effects. Deflect DC reduced by 3 with advantage. Base DC of effects increase by 1 (Base of 8 + 3 + proficiency + ability mod used in attack). Grand Master weapon masters consider each attack as a Crit if they hit, if all weapons held are at the Grand Master skill level.