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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Mace

Dungeons and Dragons – Mystara

Weapons Mastery – Mace

This is a stick which is usually wood, but can be metal with a large head made of metal, designed to whack people with.

  • 5E Stats – One Handed Simple Weapon, Costs 5 gp and has a weight of 4 lb.
  • Weapon Options: Blackjack, Bruising Blow, Close Quarter Combat, Dazing Blow, Fearsome Accuracy, Headcrack, Ribshatter, Sunder Joints

Weapons Mastery – Mace

  • Mace Attack: (Non-Proficient) + to hit, one target
    • Hit: 1d4+mod bludgeoning.
  • Mace Attack: (Proficient) + to hit, Light, one target
    • Hit (1 hand): 1d6+mod bludgeoning.
    • (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.
  • Mace Attack: (Skilled) + to hit, Light, one target
    • Hit (1 hand): 2d4+mod bludgeoning.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (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.
  • Mace Attack: (Expert) + to hit, Light, Thrown Range (-/25), one target
    • Hit (1 hand): 2d6+mod bludgeoning.
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (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.
  • Mace Attack: (Master) + to hit, Light, Thrown Range (5/30), one target
    • Hit (1 hand): 3d6+mod bludgeoning.
    • (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
    • (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.
  • Mace Attack: (Grand Master) + to hit, Light, Thrown Range (10/35), one target
    • Hit (1 hand): 2d8+mod bludgeoning.
    • (B) AC Defence (+1/4) – You gain an armour class bonus, for a set number of attacks each round.
    • (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 – Mace

  • AC Defence (+ AC bonus/number of attacks): If you spend your bonus action this round on this quality you gain a bonus for your armour class for the next indicated number of attacks.
  • 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.
  • 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 – Mace

  • Blackjack. Make a single attack roll with your weapon against a humanoid target. If the attack hits, it does no damage, but the target must make a Constitution saving throw (vs Base DC) or be stunned until the beginning of its next turn.
  • Bruising Blow: As an action, make a single attack roll with your weapon against a living creature. If the attack hits, it deals normal weapon damage and the target must make a Constitution saving throw (against your base DC). On a failure, the target does not add its Dexterity modifier to its AC until the end of your next turn or until it is treated with a successful DC 10 Wisdom (Medicine) check.
  • 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.
  • Dazing Blow. As an action, you may make a single ranged weapon attack with this weapon. If the attack hits, the target must make a Constitution saving throw (vs Base DC) or be incapacitated until the end of its next turn.
  • 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.
  • Headcrack. As an action, you may make a single ranged weapon attack with your bludgeoning weapon. If the attack hits, the target must make a Constitution saving throw or be stunned until the beginning of its next turn.
  • Ribshatter: Make a single attack roll with your weapon against a humanoid target. This attack does normal weapon damage and the target must make a Constitution saving throw (against your Base DC). On a failure, it is stunned until the beginning of its next turn. If the damage you dealt was greater than the creature’s maximum hit dice, it is stunned until the end of its next turn.
  • Sunder Joints. When you make a melee weapon attack with this weapon against a creature in medium or heavy armour, you may choose to damage the joints of their armour instead of dealing damage to the creature. If the attack hits, the creature’s movement is reduced by 10 feet until the end of their next turn. This reduction is not cumulative.

Designing the Weapons Mastery

I have added a lot of one-handed weapons to join the shortsword as part of close combat as I felt it was thematic to the option.

Content Update

  • 2021-08-04 – Updated the layout and menu.
  • 2020-03-09 – Updated to Grand Master and added in more options.
  • 2020-03-28 – Structure.
  • 2020-02-14 – Added in new weapon options.
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

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, 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)

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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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