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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.

Weapons Mastery – Sickle

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)
Sickle Attack +Str to hit one target
Basic Hit: 1d4 +Str mod slashing (Halved)

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

(Proficient)
Sickle Attack +Str +Prof to hit one target
Basic Hit: 1d4 +Str mod slashing
Weapon AbilitiesLight

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)
Sickle Attack +Str +Prof to hit one target
Basic Hit: 2d4 +Str mod slashing
Weapon AbilitiesDisarm, Hook, Light

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)
Sickle Attack +Str +Prof +Prof to hit one target
Basic Hit: 3d4 +Str mod slashing
Weapon AbilitiesDisarm, Hook, Light
Weapon Options (Available to learn) – Bloody Wound, Disarming Parry, Main Gauche, Pinning Hit, Serrated Twist, Shield Snare, Trip

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

(Master)
Sickle Attack +Str +Prof +Prof to hit one target
Basic Hit: 4d4 +Str mod slashing
Weapon AbilitiesDisarm, Hook, Light
Weapon Options (Available to learn) – Bloody Wound, Disarming Parry, Main Gauche, Pinning Hit, Serrated Twist, Shield Snare, Trip

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)
Sickle Attack +Str +Prof +Prof to hit one target, Crit (1 and 20)
Basic Hit: 5d4 +Str mod slashing
Weapon AbilitiesDisarm, Hook, Light
Weapon Options (Available to learn) – Bloody Wound, Disarming Parry, Main Gauche, Pinning Hit, Serrated Twist, Shield Snare, Trip

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 – Sickle

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 – 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 Disarm Saving Throw.
Disarm Saving Throw – Dexterity vs Base DC. Failure causes item in chosen hand to be dropped in targets square. Critical success causes you to drop this weapon instead.
Associated WeaponsHalberd, Lochaber Axe, Longsword, Morningstar, Partisan, Rapier, Shortsword, Sickle, Trident, Warpick,

Weapon Ability – Hook – As a bonus action, if you have struck an opponent with the weapon this round, you can attempt a hook attempt with opponent making Prone Saving Throw.
Prone Saving Throw – Strength vs Base DC. Failure causes the target to drop prone. Critical success causes you to drop this weapon instead.
Associated WeaponsBill, Gisarme, Halberd, Lochaber Axe, Sickle, Warpick

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 Options – Sickle

Weapon Option – Bloody Wound (Attack Option) 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.
Associated WeaponsScimitar, Sickle

Weapon Option – Disarming Parry (Reaction Option) When a creature attacks you with a weapon, you may use your reaction to catch their weapon in yours and disarm them. Compare you Base DC with the attack roll and if it exceeds it, their attack misses and they must succeed on a Strength saving throw or drop their weapon.
Associated WeaponsGlaive, Greataxe, Greatsword, Halberd, Ranseur, Sickle, Spetum, Trident, Whip

Weapon Option – 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

Weapon Option – 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

Weapon Option – Serrated Twist (Bonus Action – Weapon Options) 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 1d4 slashing damage per rank of mastery in the weapon.
Associated WeaponsScimitar, Sickle

Weapon Option – Shield Snare (Weapon Option) As an attack 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 to the shield. 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.
Associated WeaponsFlail, Net, Sickle, Whip

Weapon Option – 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

Designing the Weapons Mastery

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

Weapons Mastery Version 1.0
  • 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.

Content Updates

  • 2022-05-03 – Converted over to version 2.0 of my weapon mastery rules.
  • 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: 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

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Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
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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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