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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Club (or torch)

Dungeons and Dragons – Mystara

Weapons Mastery – Club (or Torch)

Usually a chunk of wood shaped for hitting people with, yet strangely works with a torch just as well.

Weapons Mastery – Club

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)
Club Attack +Str Mod to hit one target
Basic Hit: 1d4 +Str mod bludgeoning (Halved)

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

(Proficient)
Club Attack +Str +Prof to hit one target
Basic Hit: 1d4 +Str mod bludgeoning
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)
Club Attack +Str +Prof to hit one target
basic Hit: 2d4+mod bludgeoning
Weapon AbilitiesBase DC, Defensive, Deflect, 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)
Club Attack +Str +Prof +Prof to hit one target, Thrown Range (-/25)
Basic Hit: 3d4 +Str mod bludgeoning
Weapon AbilitiesBase DC, Defensive, Deflect, Light, Range, Thrown
Weapon Options (Available to learn) – Blackjack, Bruising Blow, Dazing Blow, Fearsome Accuracy, Improvised Clobber, Sunder Joints

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

(Master)
Club Attack +Str +Prof +Prof to hit one target, Thrown Range (5/30)
Basic Hit: 4d4 +Str mod bludgeoning
Weapon AbilitiesBase DC, Defensive, Deflect, Light, Range, Thrown
Weapon Options (Available to learn) – Blackjack, Bruising Blow, Dazing Blow, Fearsome Accuracy, Improvised Clobber, Sunder Joints

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)
Club Attack +Str +Prof +Prof to hit one target, Thrown Range (10/35)
Basic Hit: 5d4 +Str mod bludgeoning
Weapon AbilitiesBase DC, Defensive, Deflect, Light, Range, Thrown
Weapon Options (Available to learn) – Blackjack, Bruising Blow, Dazing Blow, Fearsome Accuracy, Improvised Clobber, Sunder Joints

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 – Club

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 – Defensive – If you spend your bonus action this round on this quality you gain a bonus for your armour class until the start of your next round as long as you still have your reaction. Each level above skilled adds +1 WM Bonus to the Shield bonus provided.
Defensive (Skilled Bonus Action) – This weapon provides a +1 Shield bonus to your armour class as long as your still have your reaction. If an attack would have hit you, but misses because of using defensive, you deflect the attack and expend your reaction. (Martial weapons add +1 to the shield bonus, A shield weapon does not use up reactions but can trigger retaliate instead)
Associated WeaponsBardiche, Bastard Sword, Battleaxe, Bill, Bola, Club, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Handaxe, Heavy Crossbow, Heavy Shield, Horned Shield, Lance, Light Crossbow, Light Hammer, Light Shield, Lochaber Axe, Longbow, Longsword, Mace, Medium Shield, Morningstar, Net, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Scimitar, Scythe, Shortbow, Shortsword, Sling, Spetum, Tower Shield, Tusked Shield, Voulge, Warhammer,

Weapon Ability – Deflect – If you spend your bonus action this round on this quality, you can attempt to deflect attacks with your weapon. Your Base DC becomes your armour class against ranged or melee weapons of your size or smaller until the start of your next round while you still have a reaction. If an attack would have hit you, but is lower than your Base DC, you deflect the attack and your weapon takes half the damage. Each level above skilled adds +1 WM Bonus to the Base DC. (Magical Implements don’t take damage from spells or use up their reactions when deflecting spells)
(Expert Spell Deflection) You can redirect the spell to a target with a cone opposite from the spell caster as long as its still within range, expending your reaction to do so.
(Master Spell Deflecting) You can redirect the spell to a target with the remainder of the range, and expend your reaction to do so.
(Grand Master Spell Deflecting) You add your range extension to the redirect.
Associated WeaponsBardiche, Bastard Sword, Bill, Club, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Heavy Shield, Light Shield, Lochaber Axe, Longsword, Medium Shield, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Scimitar, Scythe, Shortsword, Spetum, Staff, Tower Shield, Voulge, Wand, 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 Ability – Range – A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Associated WeaponsBastard Sword, Battleaxe, Blowgun 1H, Blowgun 2H, Bola, Club, Dart, Flail, Greatsword, Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Light Hammer, Light Shield, Longbow, Longsword, Mace, Morningstar, Net, Shortbow, Shortsword, Sling, Spear, Trident, Warhammer, Warpick,

Weapon Ability – Thrown – If a weapon has the thrown property, you can throw the weapon to make a ranged attack.
Thrown (Attack Option) 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.
Associated WeaponsBastard Sword, Battleaxe, Club, Dagger, Flail, Greatsword, Handaxe, Javelin, Light Hammer, Light Shield, Longsword, Mace, Morningstar, Net, Shortsword, Spear, Trident, Warhammer, Warpick,

Weapon Options – Club

Blackjack (Attack Option) For an attack roll with your weapon against a humanoid target. If the attack hits, it does no damage, but the target must make a Stunned Saving Throw. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Stunned Saving Throw – Constitution vs Base DC. Failure causes target to be stunned until the beginning of its next turn.
Associated WeaponsBlackjack, Cestus, Club, Light Hammer, Mace, Quarterstaff, Unarmed or Natural

Bruising Blow (Attack Option) – For an attack roll with your weapon against a living creature. If the attack hits, it deals normal weapon damage and the target must make a Bruised Saving Throw. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Bruised Saving Throw – Constitution vs Base DC. Failure causes the target to lose its Dexterity Modifier (if positive, or double it if negative) to its AC until it takes a short rest or is treated with a successful Wisdom (Medicine) check vs the Base DC.
Associated WeaponsBlackjack, Cestuc, Club, Greatclub, Light Hammer, Mace, Maul, Morningstar, Quarterstaff, Unarmed or Natural, Warhammer

Dazing Blow (Attack Option) For an attack roll, you may make a single ranged weapon attack with this weapon. If the attack hits, the target must make a Incapacitated Saving Throw. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Incapacitated Saving Throw – Constitution vs Base DC. Failure has the target incapacitated until the end of its next turn
Associated WeaponsClub, Light Hammer, Mace, Maul, Morningstar

Fearsome Accuracy (Attack Option) 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 Frightened Saving Throw. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Frightened Saving Throw – Wisdom vs Base DC. Failure has the target Frightened of you for 1 minute.
Associated WeaponsBastard Sword, Battleaxe, Club, Dagger, Handaxe, Javelin, Light Hammer, Mace, Morningstar, Spear, Trident, Warhammer, Warpick

Improvised Clobber (Attack Option) If you are using an improvised weapon that counts as a club or a club, you may choose to strike with such force that your weapon breaks. On a club attack, when you hit, you may make the attack covert to an automatic critical hit and your weapon breaks.
Associated WeaponsClub

Sunder Joints (Attack Option) 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, that armour takes the damage, and the creature must make a Joint Saving Throw.
Joint Saving Throw – Dexterity vs Base DC. Failure causes target to be Slowed by 10ft until they remove or repair the armour. This reduction is not cumulative.
Associated WeaponsCestus, Club, Flail, Greatclub, Horned Shield, Light Hammer, Mace, Maul, Morningstar, Quarterstaff, Scythe, Unarmed or Natural

Designing the Weapons Mastery

As part of upgrading the club, I have included the ability to toss the club further as you gain more mastery.

For non martial weapons I have limited the weapon to a +1 bonus to AC and most increase the number of attacks it applies to each round, though some have an additional attack it can be used for.

Weapons Mastery Version 1.0
  • Club Attack: (Non-Proficient) + to hit, one target
    • Hit: 1d2+mod bludgeoning.
  • Club Attack: (Proficient) + to hit, Light, one target
    • Hit: 1d4+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.
  • Club Attack: (Skilled) + to hit, Light, one target
    • Hit: 1d6+mod bludgeoning.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect a number of attacks instead using your attack roll instead of your AC if higher.
    • (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.
  • Club Attack: (Expert) + to hit, Light, Thrown Range (-/25), one target
    • Hit: 2d4+mod bludgeoning.
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect a number of attacks instead using your attack roll instead of your AC if higher.
    • (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.
  • Club Attack: (Master) + to hit, Light, Thrown Range (5/30), one target
    • Hit: 2d6+mod bludgeoning.
    • (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (2) – Before an attack is made you can choose to deflect a number of attacks instead using your attack roll instead of your AC if higher.
    • (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.
  • Club Attack: (Grand Master) + to hit, Light, Thrown Range (10/35), one target
    • Hit: 3d6+mod bludgeoning.
    • (B) AC Defence (+1/4) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (2) – Before an attack is made you can choose to deflect a number of attacks instead using your attack roll instead of your AC if higher.
    • (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

  • 2022-04-30 – Converted over to version 2.0 of my weapon mastery rules.
  • 2021-08-05 – Updated layout and menu.
  • 2020-06-10 – Reduced AC bonus.
  • 2020-06-09 – Layout, more weapon options, and some details on why I made the changes.
  • 2020-03-28 – Structure.
  • 2020-03-07 – Structure update
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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Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

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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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