Categories
Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Spear

Dungeons and Dragons – Mystara

Weapons Mastery – Spear

This is usually a wooden shaft with a pointed tip designed for melee and throwing.

Weapons Mastery – Spear

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)
Spear Attack +Str to hit one melee or ranged target, Throw Range (-/50 ft)
Basic Hit: 1d6 +Str mod piercing (Halved)
Weapon AbilitiesRange, Thrown

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

(Proficient)
Spear Attack +Str +Prof to hit one melee or ranged target, Throw Range (20/60 ft)
Basic Hit: 1d6 +Str mod piercing
Weapon AbilitiesRange, Thrown, Versatile

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)
Spear Attack +Str +Prof to hit one melee or ranged target, Throw Range (25/70 ft)
Basic Hit: 2d6 +Str mod piercing +Stun
Weapon AbilitiesRange, Set, Stun, Thrown, 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)
Spear Attack +Str +Prof +Prof to hit one melee or ranged target, Throw Range (30/80 ft)
Basic Hit: 3d6 +Str mod piercing +Stun
Weapon AbilitiesRange, Set, Stun, Thrown, Versatile
Weapon Options (Available to learn) – Armour-Piercing Thrust, Blunted Bash, Fearsome Accuracy, Grinding Halt, Phalanx, Pinning Hit, Trip, Unmount, Vault

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

(Master)
Spear Attack +Str +Prof +Prof to hit one melee or ranged target, Throw Range (35/90 ft)
Basic Hit: 4d6 +Str mod piercing +Stun
Weapon AbilitiesRange, Set, Stun, Thrown, Versatile
Weapon Options (Available to learn) – Armour-Piercing Thrust, Blunted Bash, Fearsome Accuracy, Grinding Halt, Phalanx, Pinning Hit, Trip, Unmount, 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)
Spear Attack +Str +Prof +Prof to hit one melee or ranged target, Throw Range (40/100 ft), Crit (1 and 20)
Basic Hit: 4d6 +Str mod piercing +Stun
Weapon AbilitiesRange, Set, Stun, Thrown, Versatile
Weapon Options (Available to learn) – Armour-Piercing Thrust, Blunted Bash, Fearsome Accuracy, Grinding Halt, Phalanx, Pinning Hit, Trip, Unmount, 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 – Spear

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 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 – Set – As a reaction, a wilder can set this weapon against a charging foe, receiving a free attack which if it hits, is granted an extra dice of damage. The target must also make a Strength saving throw vs Base DC or be knocked prone (also dismounted if mounted).
Associated WeaponsBardiche, Bill, Glaive, Guisarme, Halberd, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spear, Spetum, Spontoon, Voulge,

Weapon Ability – Stun – On a Critical Hit (for a range weapon only in the normal weapons range), the target must make a Stunned Saving Throw. Once you gained skilled in this weapon you learn the ability Attempt Stun. Each level above skilled adds +1 WM Bonus to the DC.
Stunned Saving Throw – Constitution vs Base DC. Failure causes stunned until start of their next turn, when they can make another saving throw.
(Skilled Bonus Action) Attempt Stun – Against a target you have already hit this round, you can force it to make a Stunned Saving Throw. The DC is increased by 1 for every addition hit you made against them this round with the Stun weapon.
Associated WeaponsBattleaxe, Flail, Greatclub, Greatsword, Lasso, Light Crossbow, Light Hammer, Maul, Sling, Spear, Spontoon,

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 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 – Spear

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

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

Grinding Halt (Reaction Option) Whenever you must make a Strength saving throw to avoid being moved against your will and you fail the check, you can dig the weapon into the ground as a reaction. If your weapons Base DC equals or exceeds the DC of the saving throw you succeed. If the effect pushing you does not have a saving throw, you move 5ft fewer.
Associated WeaponsBardiche, Bill, Glaive, Guisarme, Halberd, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spear, Spetum, Spontoon, Trident, Unarmed or Natural

Phalanx (Attack Stance) If you are adjacent to at least two other phalanx trained and equipped allies, your attacks attacks have advantage, you deal an extra dice of damage and your have a +1 teamwork bonus to your Armour Class.
Associated WeaponsBardiche, Bill, Glaive, Guisarme, Halberd, Lance, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spear, Spetum, Spontoon, Trident

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

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

Unmount (Attack Option) As an attack while wielding this polearm, you may make a melee attack against a mounted creature. If the attack hits, the target must make a Prone Saving Throw.
Prone Saving Throw – Strength vs Base DC. On a failure, the target is dismounted and falls prone.
Associated WeaponsBardiche, Bill, Glaive, Guisarme, Halberd, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spear, Spetum, Spontoon

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

Combining multiple options together, this one seemed to work out better than I had expected and grants holders an extra attack of opportunity.

Weapons Mastery Version 1.0
  • Spear (Non-Proficient) + to hit one target – Throw Range (-/50)
    • Hit: 1d4+mod piercing.
  • Spear (Proficient) + to hit one target (Versatile) Throw Range (20/60)
    • Hit (1 hand): 1d6+mod piercing.
    • Hit (2 hands): 2d4+mod piercing.
  • Spear (Skilled) + to hit one target (Versatile) Throw Range (25/70)
    • Hit (1 hand): 2d4+mod piercing.
    • Hit (2 hands): 2d6+mod piercing.
    • (R) Set: Get a free attack against a charging foe, if it hits it is a crit.
  • Spear (Expert) + to hit one target (Versatile) Throw Range (30/80)
    • Hit (1 hand): 2d6+mod piercing.
    • Hit (2 hands): 3d6+mod piercing.
    • Crit: Stun (Base DC) Con save or stunned for 1 round per every 5 the check failed by.
    • (R) Set: Get a free attack against a charging foe, if it hits it is a crit.
  • Spear (Master) + to hit one target (Versatile) Throw Range (35/90)
    • Hit (1 hand): 3d6+mod piercing.
    • Hit (2 hands): 2d8+mod piercing.
    • Crit: Stun (Base DC) Con save or stunned for 1 round per every 5 the check failed by.
    • (R) Set: Get a free attack against a charging foe, if it hits it is a crit.
  • Spear (Grand Master) + to hit one target (Versatile) Throw Range (40/100)
    • Hit (1 hand): 2d8+mod piercing.
    • Hit (2 hands): 2d10+mod piercing.
    • Crit: Stun (Base DC) Con save or stunned for 1 round per every 5 the check failed by.
    • (R) Set: Get a free attack against a charging foe, if it hits it is a crit.

Content Updates

  • 2022-05-04 – Converted over to version 2.0 of my weapon mastery rules.
  • 2021-08-04 – Update links and menu.
  • 2021-03-31 – Clean up for quick copy.
  • 2020-06-09 – Updated to Grand Master, and new options.
  • 2020-03-28 – Structure update.
  • 2020-03-08 – Structure update.
  • 2020-02-03 – DC clean up.
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

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

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

Class Builds – Artificer – Bombardier (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)

FloorplansThyatian

Session RecordingsCampaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

Main Logo

This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.

Basic Links: Who Am I?, Home, Game Tools, Game Session Videos, My Campaigns, My Library, Site Map, Subscription Information

Game Systems: Dungeons & Dragons, Pathfinder 1 & 2, Shadowrun, Star Wars. Other Game Systems

Site sponsored by the author AS Hamilton (my wife) with her books available on amazon kindle.

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).

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s