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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
0e-rb-rc – D&D BECMI Rules Cyclopedia

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

  • 5E Stats – One Handed Simple Weapon, Costs 2 gp and has a weight of 1 lb.
  • Weapon Options: Armour-Piercing Thrust, Blunted Bash, Close Quarters Combat, Concealed Weapon, Fearsome Accuracy, Lock Blades, Main Gauche, Pinning Hit, Short Draw

Weapons Mastery – Dagger

  • 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.

Weapon Qualities – Dagger

  • 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.
  • 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.
  • Finesse: You can choose to use Strength or Dexterity with your attack. You also apply the same attribute to the damage.
  • Light: Can be used with Two Weapon Fighting.
  • Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. 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.
  • Two-Weapon Fighting: As a bonus action you can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.

Weapon Options – Dagger

  • Armour-Piercing Thrust: As an action, you may pinpoint a weak point of an opponent’s armour and make a single attack with your weapon against it. This attack pierces armour, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage.
  • Blunted Bash: 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.
  • Close Quarters Combat: 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.
  • Concealed Weapon: You can make a Dexterity (Sleight of Hand) check opposed by active or passive Wisdom (Perception) check to conceal this weapon. As an action you can attack with a concealed weapon gaining advantage.
  • Fearsome Accuracy. 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 Wisdom saving throw (against your base DC). On a failure, the creature becomes frightened of you for 1 minute.
  • Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your bladed weapon. You have advantage on this roll if you are wielding your bladed weapon with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses.
  • Main Gauche: 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 Armor Class until the end of the attacker’s turn.
  • Pinning Hit: 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 point. This can be used against creatures without clothing at the GM’s discretion. If you hit, the target must make a Strength saving throw vs your base DC. On a failure the creature is reduced to zero movement and can use an action on their turn to make another Strength saving throw.
  • Short Draw. 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 next attack roll made against the target has advantage. You must have at least one hand free to take this action.

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.

Content Updates

  • 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: 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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