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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Quarterstaff

Dungeons and Dragons – Mystara

Weapons Mastery – Quarterstaff (or Staff)

  • 0e-rb-rc D&D BECMI Rules Cyclopedia
  • Quarterstaff

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

Weapons Mastery – Staff

Weapon Mastery Non-Proficient – Attacks are with disadvantage, and damage is halved rounded down. Non-Proficient use does not grant access to most of the weapon special properties.

(Non-Proficient)
Quarterstaff Attack + to hit one target
Basic Hit: 1d6 +Str mod bludgeoning (Halved)

Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks.

(Proficient)
Quarterstaff Attack +Str +Prof to hit one target
Basic Hit: 1d6 +Str mod bludgeoning
Weapon AbilitiesVersatile

Weapon Mastery Skilled – Weapons do an extra dice of damage. Gain abilities to activate as a bonus action on your round, or a reaction.

(Skilled)
Quarterstaff Attack +Str +Prof to hit one target
Basic Hit: 2d6 +Str mod bludgeoning
Weapon AbilitiesDefensive, Deflect, Versatile

Weapon Mastery Expert – You gain an expertise on your attack, and weapons do an extra dice of damage. Abilities with weapons improve. Can use weapon options with this weapon.

(Expert)
Quarterstaff Attack + to hit one target
Basic Hit: 3d6 +Str mod bludgeoning
Weapon AbilitiesDefensive, Deflect, Versatile
Weapon Options (Available to learn) – Blackjack, Bruising Blow, Crushing Blow, Sunder Joints, Trip, Vault

Weapon Mastery Master – Your gain advantage on your attack, weapons do an extra dice of damage. Abilities and Options improve.

(Master)
Quarterstaff Attack + to hit one target
Basic Hit: 4d6 +Str mod bludgeoning
Weapon AbilitiesDefensive, Deflect, Versatile
Weapon Options (Available to learn) – Blackjack, Bruising Blow, Crushing Blow, Sunder Joints, Trip, Vault

Weapon Mastery Grand Master – A natural 1 counts counts as a critical hit, and if both dice deal a critical hit, then all dice in the attack are maximised. Weapons do an extra dice of damage. Abilities and Options improve.

(Grand Master)
Quarterstaff Attack + to hit one target
Basic Hit: 4d6 +Str mod bludgeoning
Weapon AbilitiesDefensive, Deflect, Versatile
Weapon Options (Available to learn) – Blackjack, Bruising Blow, Crushing Blow, Sunder Joints, Trip, Vault

Beyond Grand Master in Weapon Mastery – While not possible to learn at this level, some abilities and magical items might push skill above grand master, and if it does it adds an extra dice of damage and improves abilities and options as per the weapon progression.

Weapon Abilities – Staff

Weapon Ability – Base DC – 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, your weapon mastery bonus, your Weaponologist bonus, your weapons mastery feats and Archetypes.
Base DC = 8 +Ability Mod +Prof +WM Bonus +Circle Bonus +Feat Bonus +Arch Type Bonus (Martial +2)
Associated WeaponsBardiche, Bastard Sword, Battleaxe, Bill, Blackjack, Blowgun 1H, Blowgun 2H, Bola, Cestus, Club, Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hand Crossbow, Handaxe, Heavy Crossbow, Horned Shield, Javelin, Knife Shield, Lance, Lasso, Light Crossbow, Light Hammer, Lochaber Axe, Longbow, Longsword, Mace, Maul, Morningstar, Net, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Scimitar, Scythe, Shortbow, Shortsword, Sickle, Sling, Spear, Spetum, Spontoon, Sword Shield, Trident, Tusked Shield, Unarmed or Natural, Vaulge, Warhammer, Warpick,

Weapon Ability – Defensive – If you spend your bonus action this round on this quality you gain a bonus for your armour class until the start of your next round as long as you still have your reaction. Each level above skilled adds +1 WM Bonus to the Shield bonus provided.
Defensive (Skilled Bonus Action) – This weapon provides a +1 Shield bonus to your armour class as long as your still have your reaction. If an attack would have hit you, but misses because of using defensive, you deflect the attack and expend your reaction. (Martial weapons add +1 to the shield bonus, A shield weapon does not use up reactions but can trigger retaliate instead)
Associated WeaponsBardiche, Bastard Sword, Battleaxe, Bill, Bola, Club, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Handaxe, Heavy Crossbow, Horned Shield, Lance, Light Crossbow, Light Hammer, Lochaber Axe, Longbow, Longsword, Mace, Morningstar, Net, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Scimitar, Scythe, Shortbow, Shortsword, Sling, Spetum, Tusked Shield, Voulge, Warhammer,

Weapon Ability – Deflect – If you spend your bonus action this round on this quality, you can attempt to deflect attacks with your weapon. Your Base DC becomes your armour class against ranged or melee weapons of your size or smaller until the start of your next round while you still have a reaction. If an attack would have hit you, but is lower than your Base DC, you deflect the attack and your weapon takes half the damage. Each level above skilled adds +1 WM Bonus to the Base DC.
Associated WeaponsBardiche, Bastard Sword, Bill, Club, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Lochaber Axe, Longsword, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Scimitar, Scythe, Shortsword, Spetum, Voulge, Warpick,

Weapon Ability – Versatile – Does more damage if wielded in two hands. When using two hands upgrade the dice to the next, a d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10. I don’t believe there are versatile weapons that start at d10.
Associated WeaponsBastard Sword, Battleaxe, Longsword, Quarterstaff, Spear, Spontoon,

Weapon Options – Staff

Blackjack (Attack Option) For an attack roll with your weapon against a humanoid target. If the attack hits, it does no damage, but the target must make a Stunned Saving Throw. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Stunned Saving Throw – Constitution vs Base DC. Failure causes target to be stunned until the beginning of its next turn.
Associated WeaponsBlackjack, Cestus, Club, Light Hammer, Mace, Quarterstaff, Unarmed or Natural

Bruising Blow (Attack Option) – For an attack roll with your weapon against a living creature. If the attack hits, it deals normal weapon damage and the target must make a Bruised Saving Throw. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Bruised Saving Throw – Constitution vs Base DC. Failure causes the target to lose its Dexterity Modifier (if positive, or double it if negative) to its AC until it takes a short rest or is treated with a successful Wisdom (Medicine) check vs the Base DC.
Associated WeaponsBlackjack, Cestuc, Club, Greatclub, Light Hammer, Mace, Maul, Morningstar, Quarterstaff, Unarmed or Natural, Warhammer

Crushing Blow (Attack Option) As an attack, you can make a melee attack roll with your two handed weapon against an armoured or naturally armoured creature within 5ft of you. If the attack hits, instead of damage, the target’s AC is permanently reduced by 1 until its armour is repaired. The armour 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.
Associated WeaponsBattleaxe, Greataxe, Greatclub, Greatsword, Maul, Quarterstaff, Warhammer

Sunder Joints (Attack Option) 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, that armour takes the damage, and the creature must make a Joint Saving Throw.
Joint Saving Throw – Dexterity vs Base DC. Failure causes target to be Slowed by 10ft until they remove or repair the armour. This reduction is not cumulative.
Associated WeaponsCestus, Club, Flail, Greatclub, Horned Shield, Light Hammer, Mace, Maul, Morningstar, Quarterstaff, Scythe, Unarmed or Natural

Trip (Attack Option) 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 creature one size larger or smaller. If the attack hits, it must succeed on a Prone Saving Throw.
Prone Saning Throw – Strength vs Base DC. Failure causes the Prone condition.
Associated WeaponsGlaive, Halberd, Handaxe, Javelin, Lasso, Quarterstaff, Ranseur, Scythe, Sickle, Spear, Unarmed or Natural, Warpick

Vault (Action and Attack Option) 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.
Associated WeaponsBardiche, Bill, Glaive, Guisarme, Halberd, Lochaber Axe, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Spear, Spetum, Spontoon, Trident

Designing the Weapons Mastery

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

Weapons Mastery Version 1.0
  • 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.

Content Updates

  • 2022-05-03 – Converted over to version 2.0 of my weapon mastery rules.
  • 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

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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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