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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Dagger

Dungeons and Dragons – Mystara

Weapons Mastery – Dagger

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

A dagger is a small blade that is commonly used as a secondary weapon and can be used in melee or easily thrown.

Weapons Mastery – Dagger

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)
Dagger Attack +Str to hit, Throw Range (-/50), one target
Hit: 1d4 +Str mod piercing (Halved)
Weapon AbilitiesRange, Thrown

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

(Proficient)
Dagger Attack +Str or Dex +Prof to hit, Throw Range (20/60), one target
Basic Hit: 1d4 +Ability mod piercing
Weapon AbilitiesFinesse, Light, Range, Thrown

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)
Dagger Attack +Str or Dex to hit, Throw Range (25/70), one target
Basic Hit: 2d4 +Ability mod piercing or slashing
Weapon AbilitiesFinesse, Light, Range, Thrown

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)
Dagger Attack +Str or Dex +Prof + Prof to hit, Crit (19-20), Throw Range (30/80), one target
Basic Hit: 3d4 +Str or Dex mod piercing or slashing
Weapon AbilitiesFinesse, Light, Range, Thrown
Weapon Options (Available to learn) – Armour-Piercing Thrust, Blunted Bash, Close Quarters Combat, Concealed Weapon, Fearsome Accuracy, Lock Blades, Main Gauche, Pinning Hit, Short Draw

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

(Master)
Dagger Attack +Str +Dex +Prof +Prof to hit, Crit (19-20), Throw Range (35/90), one target
Basic Hit: 4d4 +Str or Dex mod piercing or slashing
Weapon AbilitiesFinesse, Light, Range, Thrown
Weapon Options (Available to learn) – Armour-Piercing Thrust, Blunted Bash, Close Quarters Combat, Concealed Weapon, Fearsome Accuracy, Lock Blades, Main Gauche, Pinning Hit, Short Draw

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)
Dagger Attack +Str +Dex +Prof +Prof to hit, Crit (1-2 and 19-20), Throw Range (40/100), one target
Basic Hit: 5d4 +Str +Dex mod piercing or slashing
Weapon AbilitiesFinesse, Light, Range, Thrown
Weapon Options (Available to learn) – Armour-Piercing Thrust, Blunted Bash, Close Quarters Combat, Concealed Weapon, Fearsome Accuracy, Lock Blades, Main Gauche, Pinning Hit, Short Draw

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 Qualities – Dagger

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, Hat, Heavy Crossbow, Heavy Shield, Holy Symbol, Horned Shield, Javelin, Knife Shield, Lance, Lasso, Light Crossbow, Light Hammer, Light Shield, Lochaber Axe, Longbow, Longsword, Mace, Maul, Medium Shield, Morningstar, Net, Orb, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Ring, Rod, Scimitar, Scythe, Shortbow, Shortsword, Sickle, Sling, Spear, Spetum, Spontoon, Staff, Sword Shield, Tome, Tower Shield, Trident, Tusked Shield, Unarmed or Natural, Vaulge, Wand, Warhammer, Warpick,

Weapon AbilityFinesse – You can choose to use Strength or Dexterity with your attack. You also apply the same attribute to the damage.
(Expert Upgrade) At Expert you can choose to use one for the attack and the other for the damage
(Master Upgrade) At Master level you add both to the attack, but only one to the damage as long as they are positive.
(Grand Master Upgrade) At Grand Master level you add both to the attack and damage as long as they are positive.
Associated WeaponsDagger, Dart, Rapier, Scimitar,

Weapon Ability – Light – Can be used with Two Weapon Fighting.
(Proficient Bonus Action) Two-Weapon Fighting Additional Attack – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
Associated WeaponsBlackjack, Cestus, Club, Dagger, Hand Crossbow, Handaxe, Javelin, Light Hammer, Mace, Scimitar, Shortsword, Sickle, Unarmed or Natural

Weapon Ability – Range – A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Associated WeaponsBastard Sword, Battleaxe, Blowgun 1H, Blowgun 2H, Bola, Club, Dart, Flail, Greatsword, Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Light Hammer, Light Shield, Longbow, Longsword, Mace, Morningstar, Net, Shortbow, Shortsword, Sling, Spear, Trident, Warhammer, Warpick,

Weapon Ability – Thrown – If a weapon has the thrown property, you can throw the weapon to make a ranged attack.
Thrown (Attack Option) If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Associated WeaponsBastard Sword, Battleaxe, Club, Dagger, Flail, Greatsword, Handaxe, Javelin, Light Hammer, Light Shield, Longsword, Mace, Morningstar, Net, Shortsword, Spear, Trident, Warhammer, Warpick,

Weapon Options – Dagger

Armour-Piercing Thrust (Attack Option) – As an attack, you may pinpoint a weak point of an opponent’s armour. This attack pierces armour, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage.
Associated WeaponBill, Dagger, Halberd, Horned Shield, Knife Shield, Partisan, Pike, Poleaxe, Ranseur, Rapier, Spear, Spetum, Spontoon, Trident, Tusked Shield, Warpick

Blunted Bash (Attack Option) – Instead of dealing piercing or slashing damage, you can choose to deal bludgeoning damage by striking the target with another part of the weapon. This attack’s damage die is one size smaller than normal.
Associated WeaponBattleaxe, Dagger, Handaxe, Spear

Close Quarters Combat (Bonus or Reaction Attack Option) – When you successfully grapple a creature or escape a grapple, you may make a single attack with this weapon as a bonus action. Additionally, whenever a creature fails to escape a grapple with you, you may make a single attack with this weapon as a reaction. Each level above expert with the weapon adds +1 WM Bonus to the DC to escape your grapples, or as a bonus for you to escape a grapple.
Associated WeaponsBlackjack, Dagger, Handaxe, Horned Shield, Knife Shield, Light Hammer, Mace, Scimitar, Shortsword, Sword Shield, Tusked Shield, Unarmed or Natural

Concealed Weapon (Bonus Action) You can make a Dexterity (Sleight of Hand) check opposed by active or passive Wisdom (Perception) check to conceal this weapon as a bonus action. You gain the Surprise Attack option while the weapon is concealed. Each level above expert adds +1 dice to the sneak attack damage.
Surprise Attack (Attack Option) As an action you can attack with a concealed weapon gaining advantage, if you already have advantage then it deals 1d6 sneak attack damage which stacks with any existing sneak attack you might have.
Associated WeaponsBlackjack, Dagger, Dart, Hand Crossbow

Fearsome Accuracy (Attack Option) As an attack, you may throw your weapon at a creature at the very limit of your range. Make an attack roll against a creature exactly at you range maximum. If the attack hits, the creature takes normal damage and must make a Frightened Saving Throw. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Frightened Saving Throw – Wisdom vs Base DC. Failure has the target Frightened of you for 1 minute.
Associated WeaponsBastard Sword, Battleaxe, Club, Dagger, Handaxe, Javelin, Light Hammer, Mace, Morningstar, Spear, Trident, Warhammer, Warpick

Lock Blades (Reaction Option) – When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Add 10 to your attack roll with the weapon and if that equals or exceeds their attack roll, their attack misses and they can’t reuse that weapon until the start of your next turn. If you are wielding your bladed weapon with two hands you get to add your Str mod twice. Each level above expert with the weapon adds +1 WM Bonus to the check.
Associated WeaponsBastard Sword, Dagger, Greatsword, Longsword, Rapier, Scimitar, Shortsword, Sword Shield

Main Gauche (Reaction Option) – While wielding both a bladed weapon and a light bladed weapon, you may use a reaction after being attacked to roll a d4 and add the result to your Armour Class until the end of the attacker’s turn. Each level above expert with the weapon adds +1 WM Bonus to your AC.
Associated WeaponsBastard Sword, Dagger, Knife Shield, Longsword, Rapier, Scimitar, Shortsword, Sickle, Sword Shield

Pinning Hit (Attack Option) – When you make a melee or ranged attack with this weapon, you may attempt to pin a creature up to one size larger to a wall or surface by catching their clothing with the weapons edge or point. This can be used against creatures without clothing at the GM’s discretion. If you hit, the target must make a Restrained Saving Throw vs your Base DC.
Retrained Saving Throw – Strength vs your Base DC. On a failure the creature is restrained, and can use an action on their turn to make another Restrained Saving Throw to get free.
Associated WeaponsBastard Sword, Battleaxe, Dagger, Dart, Hand Crossbow Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Longbow, Shortbow, Sickle, Spear, Trident, Warpick

Short Draw (Attack Option) As an attack, you may draw a sheathed one-handed blade and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the target is Stunned until the start of their turn. You must have at least one hand free to take this action.
Associated WeaponsBastard Sword, Dagger, Longsword, Rapier, Scimitar, Shortsword

Design Details on making the Weapons Mastery

For the dagger specifically, I have moved many weapon options to it as it is a staple of many adversaries and players. Allowing for weapon options to be able to be used as long as you are skilled (or higher) in the weapon makes for interesting options at the table.

Weapons Mastery Version 1.0
  • Dagger Attack: (Non-Proficient) + to hit, Throw Range (-/50), one target
    • Hit: 1d2+mod piercing.
  • Dagger Attack: (Proficient) + to hit, Finesse, Light, Throw Range (20/60), one target
    • Hit (1 hand): 1d4+mod piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Dagger Attack: (Skilled) + to hit, Crit (19-20), Finesse, Light, Throw Range (25/70), one target
    • Hit (1 hand): 1d6+mod piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Dagger Attack: (Expert) + to hit, Crit (18-20), Finesse, Light, Throw Range (30/80), one target
    • Hit (1 hand): 2d4+mod piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Dagger Attack: (Master) + to hit, Crit (17-20), Finesse, Light, Throw Range (35/90), one target
    • Hit (1 hand): 2d6+mod piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Dagger Attack: (Grand Master) + to hit, Crit (16-20), Finesse, Light, Throw Range (40/100), one target
    • Hit (1 hand): 3d6+mod piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.

Content Updates

  • 2022-05-02 – Converted over to version 2.0 of my weapon mastery rules.
  • 2021-08-04 – Fixing the layout, links and menu.
  • 2020-06-09 – Upgraded to Grand Master and added in a lot of Weapon Qualities suited to the dagger.
  • 2020-03-28 – Structure.
  • 2020-03-08 – Structure update.
  • 2020-02-03 – DC cleanup.
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: Heavy, Horned, Knife, Light, Medium, Sword, Tower, Tusked

Magical Implement: Hat, Holy Symbol, Orb, Ring, Rod, Staff, Tome, Wand

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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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