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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.

  • 5E Stats – One Handed or Versatile Simple Weapon, Costs 1 gp and has a weight of 3 lb.
  • Weapon Options: Armour-Piercing Thrust, Blunted Bash, Fearsome Accuracy, Grinding Halt, Phalanx, Pinning Hit, Trip, Unmount, Vault

Weapons Mastery – Spear

  • 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.

Weapon Qualities – Spear

  • 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.
  • Set: As a reaction, a wielder can set this weapon against a charging foe, receiving a free attack which if it hits, is treated as a Crit.
  • Stun: On a Crit, the target must make a Con save vs Base DC. If they fail, they are stunned for one round. No effect if they pass. If this effect is increased for longer than a round, then the target receives a save each round to remove the effect. For every 5 points they fail by, they are stunned for another round.
  • Versatile: Does more damage if wielded in two hands.

Weapon Options – Spear

  • 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.
  • 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.
  • Grinding Halt: Whenever you must make a Strength saving throw to avoid being moved against your will, you can dig the weapon into the ground as a reaction. Roll your weapons damage and add the number rolled to the saving throw. If the effect pushing you does not have a saving throw, you move 5 feet fewer.
  • Phalanx: If you are adjacent to at least two other phalanx trained and equipped allies, your attacks attacks have advantage.
  • 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.
  • 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.
  • Unmount: As an action while wielding this polearm, you may make a single attack against a mounted creature. If the attack hits, the target must make a Strength saving throw. On a failure, the target is dismounted and falls 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

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

Content Updates

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

D&D 5E in Mystara

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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)

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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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