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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Quarterstaff

Dungeons and Dragons – Mystara

Weapons Mastery – Quarterstaff (or Staff)

This is the favoured weapon for travellers, peasants, merchants and wizards. You can strike with one or two hands.

  • 5E Stats – One Handed or Versatile Simple Weapon, Costs 2 sp and has a weight of 4 lb.
  • Weapon Options: Blackjack, Bruising Blow, Crushing Blow, Sunder Joints, Trip, Vault

Weapons Mastery – Staff

  • Quarterstaff Attack: (Non-Proficient) + to hit, one target
    • Hit: 1d4+mod bludgeoning.
  • Quarterstaff Attack: (Proficient) + to hit, Versatile, one target
    • Hit (1 hand): 1d6+mod bludgeoning.
    • Hit (2 hands): 2d4+mod bludgeoning.
  • Quarterstaff Attack: (Skilled) + to hit, Versatile, one target
    • Hit (1 hand): 2d4+mod bludgeoning.
    • Hit (2 hands): 2d6+mod bludgeoning.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC if higher.
  • Quarterstaff Attack: (Expert) + to hit, Versatile, one target
    • Hit (1 hand): 2d6+mod bludgeoning.
    • Hit (2 hands): 3d6+mod bludgeoning.
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (2) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC if higher.
  • Quarterstaff Attack: (Master) + to hit, Versatile, one target
    • Hit (1 hand): 3d6+mod bludgeoning.
    • Hit (2 hands): 2d8+mod bludgeoning.
    • (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (3) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC if higher.
  • Quarterstaff Attack: (Grand Master) + to hit, Versatile, one target
    • Hit (1 hand): 2d8+mod bludgeoning.
    • Hit (2 hands): 2d10+mod bludgeoning.
    • (B) AC Defence (+1/4) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (4) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC if higher.

Weapon Qualities – Staff

  • AC Defence (+ AC bonus/number of attacks): If you spend your bonus action this round on this quality you gain a bonus for your armour class for the next indicated number of attacks.
  • Base DC (+number): Some of the effects produced by weapons masters has a saving throw to resist. This saving throw is calculated as 8 plus the ability modifier used in the attack roll. This is sometimes increased as you gain skill with the weapon, gain the Weapon Mastery feat or the fighter archetype.
  • Deflect (number of attacks): If you spend your bonus action this round on this quality, you can attempt to deflect several attacks per round. This can be used to deflect melee or ranged attacks with a base of ability mod for weapon using the attack roll as DC. Failure to deflect an attack still uses the ability. On a successful deflect you weapon takes half the damage you deflected.
  • Versatile: Does more damage if wielded in two hands.

Weapon Options – Staff

  • Blackjack. Make a single attack roll with your weapon against a humanoid target. If the attack hits, it does no damage, but the target must make a Constitution saving throw (vs Base DC) or be stunned until the beginning of its next turn.
  • Bruising Blow: As an action, make a single attack roll with your weapon against a living creature. If the attack hits, it deals normal weapon damage and the target must make a Constitution saving throw (against your Base DC). On a failure, the target does not add its Dexterity modifier to its AC until the end of your next turn or until it is treated with a successful Base DC Wisdom (Medicine) check.
  • Crushing Blow. As an action, you can make a single attack roll with your two handed weapon against an armoured or naturally armoured creature within 5 feet of you. If the attack hits, the target’s AC is permanently reduced by 1 until its armour is repaired, but cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armour, unless your weapon is also magical.
  • Sunder Joints. When you make a melee weapon attack with this weapon against a creature in medium or heavy armour, you may choose to damage the joints of their armour instead of dealing damage to the creature. If the attack hits, the creature’s movement is reduced by 10 feet until the end of their next turn. This reduction is not cumulative.
  • Trip. As a melee weapon attack while you are wielding this weapon, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a Large or smaller creature. If the attack hits, it must succeed on a Strength saving throw (against your base DC) or fall prone.
  • Vault: You can use your weapon as an action to double the length of your long jump, allowing you to leap a number of feet up to twice your Strength score (this jump is part of your movement). If you land adjacent to a creature at the end of this jump, you can make a single attack with your weapon as part of this action.

Designing the Weapons Mastery

One of the first weapons done, this has had the damage scaled to work with the magical enhancement progressions.

Content Updates

  • 2021-07-31 – Updated layout for easier to read and set up for reusable sections.
  • 2020-06-10 – Adjusted AC Bonus.
  • 2020-06-09 – Up to Grand Master and added more qualities.
  • 2020-03-28 – Structure.
  • 2020-03-08 – Structure update.
  • 2020-02-14 – Added new weapon option.
  • 2020-02-03 – Cleaned up how DC’s are presented.
Weapons Mastery

Overview, Downtime for Weapons Mastery, Secret Craft: Weaponologist

Simple 1H or Versatile: Blackjack (or Sap), Cestus, Club (or torch), Dagger, Handaxe (or Tomahawk), Javelin, Lasso, Light Hammer, Mace, Quarterstaff, Sickle, Spear, Unarmed

Simple 2H: Greatclub, Scythe

Simple Ranged: Bola, Dart, Light Crossbow, Shortbow, Sling

Martial 1H or Versatile: Bastard Sword, Battleaxe, Flail, Lance, Longsword, Morningstar, Rapier, Scimitar, Shortsword, Spontoon, Trident, Warhammer, Warpick, Whip

Martial 2H: Bardiche, Bill, Glaive, Greataxe, Greatsword, Guisarme, Halberd, Lochaber Axe, Maul, Partisan, Pike, Poleaxe, Ranseur, Spectum, Voulge

Martial Ranged: Blowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Longbow, Net

Martial Shield: Horned Shield, Knife Shield, Sword Shield, Throwing Shield, Tusked Shield

D&D 5E in Mystara

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Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Artificer – Artillerist (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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