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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Blackjack (or Sap)

Dungeons and Dragons – Mystara

Weapons Mastery – Blackjack (or Sap)

  • 0e-rb-rc D&D BECMI Rules Cyclopedia
  • Blackjack

A leather pouch with a weight in the end.

Weapons Mastery – Blackjack

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)
Blackjack Attack: +Str to hit one melee target.
Basic Hit: 1d4 +Str mod bludgeoning (Halved)

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

(Proficient)
Blackjack Attack +Str +Prof to hit one melee target
Basic Hit: 1d4 +Str mod bludgeoning + Knockout
Weapon AbilitiesBase DC, Knockout, Light

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)
Blackjack Attack +Str +Prof to hit one melee target
Basic Hit: 2d4+Str mod bludgeoning + Knockout
Weapon AbilitiesBase DC, Knockout, 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)
Blackjack Attack +Str +Prof +Prof to hit one melee target
Basic Hit: 3d4+Str mod bludgeoning + Knockout
Weapon AbilitiesBase DC, Knockout, Light
Weapon Options (Available to learn) – Blackjack, Bruising Blow, Close Quarters Combat, Concealed Weapon, Headcrack

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

(Master)
Blackjack Attack +Str +Prof +Prof to hit one melee target
Basic Hit: 4d4+Str mod bludgeoning + Knockout
Weapon AbilitiesBase DC, Knockout, Light
Weapon Options (Available to learn) – Blackjack, Bruising Blow, Close Quarters Combat, Concealed Weapon, Headcrack

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)
Blackjack Attack +Str +Prof +Prof to hit one melee target, Crit (1 or 20)
Basic Hit: 5d4+Str mod bludgeoning + Knockout
Weapon AbilitiesBase DC, Knockout, Light
Weapon Options (Available to learn) – Blackjack, Bruising Blow, Close Quarters Combat, Concealed Weapon, Headcrack

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 – Blackjack

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 – Knockout – If damage from this weapon reduces the target to zero hit points, the target is considered to have failed their Unconsciousness Saving Throw. On a Critical Hit, the target must make a Unconsciousness Saving Throw. Once you gained skilled in this weapon you learn the ability Attempt Knockout. Each level above skilled adds +1 WM Bonus to the DC.
Unconsciousness Saving Throw – Constitution vs Base DC. Failure causes Unconsciousness.
(Skilled Bonus Action) Attempt Knockout – Against a target you have already hit this round, you can force it to make a Unconsciousness Saving Throw. The DC is increased by 1 for every addition hit you made against them this round with a knockout weapon.
Associated WeaponsBlackjack, Unarmed or Natural

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 – Blackjack

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

Close Quarters Combat (Bonus or Reaction Attack Option) – 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. Each level above expert with the weapon adds +1 WM Bonus to the DC to escape your grapples, or as a bonus for you to escape a grapple.
Associated WeaponsBlackjack, Dagger, Handaxe, Horned Shield, Knife Shield, Light Hammer, Mace, Scimitar, Shortsword, Sword Shield, Tusked Shield, Unarmed or Natural

Concealed Weapon (Bonus Action) You can make a Dexterity (Sleight of Hand) check opposed by active or passive Wisdom (Perception) check to conceal this weapon as a bonus action. You gain the Surprise Attack option while the weapon is concealed. Each level above expert adds +1 dice to the sneak attack damage.
Surprise Attack (Attack Option) As an action you can attack with a concealed weapon gaining advantage, if you already have advantage then it deals 1d6 sneak attack damage which stacks with any existing sneak attack you might have.
Associated WeaponsBlackjack, Dagger, Dart, Hand Crossbow

Headcrack (Attack Option) As an attack, you may make a ranged weapon attack with your bludgeoning weapon. If the attack hits, 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, Bola, Light Hammer, Mace, Sling, Warhammer

Design details

I have reduced the damage non proficient use does, as most people should have proficiency with this. Also removed the ability to use it as a bonus attack (Light) option that was already in the base design but needed to be removed from the non-proficient stat block version.

I added in details for other weapon options that felt appropriate and thematic to the sap style of weapon.

Weapons Mastery Version 1.0
  • Blackjack Attack: (Non-Proficient) + to hit, reach 5 ft, one target
    • Hit: 1+mod bludgeoning.
  • Blackjack Attack: (Proficient) + to hit, Light, one target
    • Hit: 1d2+mod bludgeoning.
    • Crit: Knockout (Base DC) Con save or unconscious for 1 round per every 5 the check failed by.
    • (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.
  • Blackjack Attack: (Skilled) + to hit, Light, one target
    • Hit: 1d4+mod bludgeoning.
    • Crit: Knockout (Base DC+1) Con save or unconscious for 1 round per every 5 the check failed by.
    • (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.
  • Blackjack Attack: (Expert) + to hit, Light, one target
    • Hit: 1d6+mod bludgeoning.
    • Crit: Knockout (Base DC+2) Con save or unconscious for 1 round per every 5 the check failed by.
    • (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.
  • Blackjack Attack: (Master) + to hit, Light, one target
    • Hit: 2d4+mod bludgeoning.
    • Crit: Knockout (Base DC+3) Con save or unconscious for 1 round per every 5 the check failed by.
    • (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.
  • Blackjack Attack: (Grand Master) + to hit, Light, one target
    • Hit: 2d6+mod bludgeoning.
    • Crit: Knockout (Base DC+4) Con save or unconscious for 1 round per every 5 the check failed by.
    • (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 – Updated to version 2.0 of my weapons mastery.
  • 2021-08-05 – Updated the layout and menu.
  • 2020-07-15 – Removed reach.
  • 2020-06-08 – Updated with more options and expanded to Grand Master.
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

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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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