Categories
Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Greatclub

Dungeons and Dragons – Mystara

Weapons Mastery – Greatclub

A club requiring two hand to use.

  • 5E Stats – One Handed Simple Weapon, Costs 2 sp and has a weight of 10 lb.
  • Weapon Options: Bruising Blow, Crushing Blow, Hurling Impact, Ribshatter, Sunder Joints

Weapons Mastery – Greatclub

  • Greatclub Attack: (Non-Proficient) + to hit, Two-Handed, one target
    • Hit: 1d4+mod bludgeoning.
  • Greatclub Attack: (Proficient) + to hit, Two-Handed, reach 5 ft, one target
    • Hit: 2d4+mod bludgeoning.
  • Greatclub Attack: (Skilled) + to hit, Two-Handed, one target
    • Hit: 3d4+mod bludgeoning.
    • Crit: Stun (Base DC) Con save or stunned for 1 round per every 5 the check failed by.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
  • Greatclub Attack: (Expert) + to hit, Two-Handed, one target
    • Hit: 2d6+mod bludgeoning.
    • Crit: Stun (Base DC+1) Con save or stunned for 1 round per every 5 the check failed by.
    • (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 several attacks instead using your attack roll instead of your AC if higher.
  • Greatclub Attack: (Master) + to hit, Two-Handed, one target
    • Hit: 2d8+mod bludgeoning.
    • Crit: Stun (Base DC+2) Con save or stunned for 1 round per every 5 the check failed by.
    • (B) AC Defence (+1/3) – 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 several attacks instead using your attack roll instead of your AC if higher.
  • Greatclub Attack: (Grand Master) + to hit, Two-Handed, one target
    • Hit: 2d10+mod bludgeoning.
    • Crit: Stun (Base DC+3) Con save or stunned for 1 round per every 5 the check failed by.
    • (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 several attacks instead using your attack roll instead of your AC if higher.

Weapon Qualities – Greatclub

  • 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. (+bonus/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.
  • Deflect (number of attack): If you spend your bonus action this round on this quality, you can attempt to deflect several attacks per round. This can be used to deflect melee or ranged attacks with a base of ability mod for weapon using the attack roll as DC. Failure to deflect an attack still uses the ability. On a successful deflect you weapon takes half the damage you deflected.
  • 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.
  • Two-Handed: This weapon requires two hands to use.

Weapon Options – Greatclub

  • 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. 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.
  • Crushing Blow. As an action, you can make a single attack roll with your two handed weapon against an armoured or naturally armoured creature within 5 feet of you. If the attack hits, the target’s AC is permanently reduced by 1 until its armour is repaired, but cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armour, unless your weapon is also magical.
  • Hurling Impact. As an action, you can make a single attack roll with your weapon against a Medium or smaller target. If the attack hits, it does normal weapon damage and the target must make a Strength saving throw (against your base DC). On a failure, the target is pushed up to 5 feet away from you. On a critical hit, this attack does 2d8 extra damage and the weapon breaks.
  • 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. 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.

Design Details

I have changed the base damage so to does less and is harder to hit things without proficiency. Not as overpowering as the original weapons mastery, but the hit points are also not as high, and with magical enhancements I did not want this weapon to become the must have item on the shopping list to enhance to a +3 weapon.

Content Updates

  • 2021-08-05 – Updating the layout and menu.
  • 2020-07-15 – Removed reach.
  • 2020-06-10 – Standardising AC bonus.
  • 2020-06-08 – Added Crushing Blow and upgraded proficiency 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: 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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