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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Hammer, Light

Dungeons and Dragons – Mystara

Weapons Mastery – Throwing Hammer or Light Hammer

A hammer weighted for throwing and is a favourite of Dwarves.

  • 5E Stats – One Handed Simple Weapon, Costs 2 gp and has a weight of 2 lb.
  • Weapon Options: Blackjack, Bruising Blow, Close Quarters Combat, Dazing Blow, Fearsome Accuracy, Headcrack, Ribshatter, Sunder Joints

Weapons Mastery – Light Hammer

  • Hammer, Light Attack: (Non-Proficient) + to hit, Thrown Range (-/50), one target
    • Hit: 1d4+mod bludgeoning.
  • Hammer, Light Attack: (Proficient) + to hit, Light, Thrown range (20/60), one target
    • Hit: 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.
  • Hammer, Light Attack: (Skilled) + to hit, Light, Thrown range (25+Stun/70), one target
    • Hit: 2d4+mod bludgeoning.
    • Ranged Crit (within 25): Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
    • (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.
  • Hammer, Light Attack: (Expert) + to hit, Light, Thrown range (30+stun/80), one target
    • Hit: 2d6+mod bludgeoning.
    • Ranged Crit (within 30): Stun (Base DC+1) Con save or stunned for 1 round/per 5 under the check
    • (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.
  • Hammer, Light Attack: (Master) + to hit, Light, Thrown range (35+stun/90), one target
    • Hit: 3d6+mod bludgeoning.
    • Ranged Crit (within 35): Stun (Base DC+2) Con save or stunned for 1 round/per 5 under the check
    • (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.
  • Hammer, Light Attack: (Grand Master) + to hit, Light, Thrown range (40+stun/100), one target
    • Hit: 2d8+mod bludgeoning.
    • Ranged Crit (within 40): Stun (Base DC+3) Con save or stunned for 1 round/per 5 under the check
    • (B) AC Defence (+1/5) – 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 – Light Hammer

  • 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.
  • 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.
  • Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. 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.
  • 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 – Light Hammer

  • 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 Base DC Wisdom (Medicine) check.
  • 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 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.

Details on building Weapons Mastery

I have managed to even out most of the damage, but also increased it in this case as it is working better with my magical weapon enhancment changes.

Content Updates

  • 2021-08-25 – Cleaning up the weapons mastery section.
  • 2021-08-04 – Updating the layout and the menu.
  • 2020-07-15 – Removed reach.
  • 2020-06-10 – Reduced AC bonus.
  • 2020-06-09 – New Weapon Options, updated to Grand Master.
  • 2020-03-28 – Structure.
  • 2020-03-07 – New Structure
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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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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