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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Sickle

Dungeons and Dragons – Mystara

Weapons Mastery – Sickle

This weapon is like a farmer’s sickle, but it is strengthened for use as a weapon. It is favoured by druids or by anyone who wants a weapon that might be overlooked by the guards.

  • 5E Stats – One Handed Simple Weapon, Costs 1 gp and has a weight of 2 lb.
  • Weapon Options: Bloody Wound, Disarming Parry, Main Gauche, Pinning Hit, Serrated Twist, Shield Snare, Trip

Weapons Mastery – Sickle

  • Sickle Attack: (Non-Proficient) + to hit, one target
    • Hit: 1d2+mod slashing
  • Sickle Attack: (Proficient) + to hit, Light, one target
    • Hit (1 hand): 1d4+mod 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.
  • Sickle Attack: (Skilled) + to hit, Light, one target
    • Hit (1 hand): 1d6+mod slashing.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
    • (B) Hook (Base DC) Str save or opponent you have struck this round is knocked prone. If they roll a natural 20, your disarmed instead.
    • (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.
  • Sickle Attack: (Expert) + to hit, Light, one target
    • Hit (1 hand): 2d4+mod slashing.
    • (B) Disarm (Base DC +1) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
    • (B) Hook (Base DC) Str save or opponent you have struck this round is knocked prone. If they roll a natural 20, your disarmed instead.
    • (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.
  • Sickle Attack: (Master) + to hit, Light, one target
    • Hit (1 hand): 2d6+mod slashing.
    • (B) Disarm (Base DC +2) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
    • (B) Hook (Base DC) Str save or opponent you have struck this round is knocked prone. If they roll a natural 20, your disarmed instead.
    • (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.
  • Sickle Attack: (Grand Master) + to hit, Light, one target
    • Hit (1 hand): 3d6+mod slashing.
    • (B) Disarm (Base DC +3) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
    • (B) Hook (Base DC) Str save or opponent you have struck this round is knocked prone. If they roll a natural 20, your disarmed instead.
    • (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 – Sickle

  • 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.
  • Disarm: As a bonus action, if you have struck an opponent this weapon this round, you can attempt to disarm your opponent with the opponent making a Dex save vs Base DC. If they roll a natural 20, you are disarmed instead.
  • Hook: As a bonus action, if you have struck an opponent with this weapon this round, you can attempt a hook attempt with opponent making Strength vs Base DC or fall prone. If they roll a natural 20, you are disarmed instead.
  • Light: Can be used with Two Weapon Fighting.
  • 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 – Sickle

  • Bloody Wound: When you hit a creature with a curved blade, you can choose to make a superficial but bloody wound. The attack deals no damage, but the target takes 1d6 bleed damage at the beginning of each of its turns until it makes a Base DC Wisdom (Medicine) check as an action to stop the bleeding or until it receives magical healing. A creature can have only one bloody wound at a time.
  • Disarming Parry: When a creature attacks you with a weapon, you may use your reaction to catch their weapon in yours and disarm them. Make an attack roll with your weapon. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon.
  • 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 edge or 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.
  • Serrated Twist: When you deal damage to a living creature with this weapon (not including damage from the Bloody Wound maneuver), you may twist the serrated blade as a bonus action. The creature must make a Constitution saving throw or take 2d4 slashing damage.
  • Shield Snare. As an action while wielding this weapon, you may make a single attack roll against a target carrying a shield or a similar defensive tool. This attack ignores any bonus to AC granted by the shield and deals normal weapon damage. If the attack hits, the target must also make a Strength saving throw. On a failure, its shield is pulled from its grip and lands at its feet.
  • 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 Base DC) or fall prone.

Designing the Weapons Mastery

This weapon allows me to make use of some of the curved blade options.

Content Updates

  • 2021-08-04 – Fixed up layout, corrected mistakes and added in missing details.
  • 2020-06-09 – Grand Master and extra options.
  • 2020-03-28 – Structure.
  • 2020-03-08 – Structure update.
  • 2020-02-03 – DC’s cleaned 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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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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