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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Battleaxe

Dungeons and Dragons – Mystara

Weapons Mastery – Battleaxe

0e-rb-rc D&D BECMI Rules Cyclopedia
0e-rb-rc – D&D BECMI Rules Cyclopedia

A battle axe is an axe specifically designed for combat. Battle axes were specialized versions of utility axes. Many were suitable for use in one hand, while others were larger and were deployed two-handed.

  • 5E Stats – One Handed or Versatile Martial Weapon, Costs 10 gp and has a weight of 4 lb.
  • Weapon Options: Arching Slash, Blunted Bash, Crushing Blow, Fearsome Accuracy, Pinning Hit

Weapons Mastery – Battleaxe

  • Battleaxe Attack: (Non-Proficient) + to hit, one target
    • Hit: 1d4+mod slashing.
  • Battleaxe Attack: (Proficient) + to hit, Versatile, one target
    • Hit (1 hand): 2d4+mod slashing.
    • Hit (2 hands): 2d6+mod slashing.
  • Battleaxe Attack: (Skilled) + to hit, Versatile, one target
    • Hit (1 hand): 3d4+mod slashing.
    • Hit (2 hands): 3d6+mod slashing.
    • Crit (Melee): Delay (Base DC) Con save or stunned until start of their next turn, with a critical fumble lasting until the end of their next turn.
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
  • Battleaxe Attack: (Expert) + to hit, Versatile, Thrown Range (-/15), one target
    • Hit (1 hand): 2d6+mod slashing.
    • Hit (2 hands): 2d8+mod slashing.
    • Crit (Melee): Delay (Base DC) Con save or stunned until start of their next turn, with a critical fumble lasting until the end of their next turn.
    • (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
  • Battleaxe Attack: (Master) + to hit, Versatile, Thrown Range (5+Stun/20), one target
    • Hit (1 hand): 2d6+mod slashing.
    • Hit (2 hands): 2d8+mod slashing.
    • Crit (Melee): Delay (Base DC) Con save or stunned until start of their next turn, with a critical fumble lasting until the end of their next turn.
    • Crit (Ranged within 5 ft): Stun (Base DC) Con save or stunned for 1 round per every 5 the check failed by.
    • (B) AC Defence (+2/4) – You gain an armour class bonus, for a set number of attacks each round.
  • Battleaxe Attack: (Grand Master) + to hit, Versatile, Thrown Range (10+Stun/25), one target
    • Hit (1 hand): 2d8+mod slashing.
    • Hit (2 hands): 3d8+mod slashing.
    • Crit (Melee): Delay (Base DC) Con save or stunned until start of their next turn, with a critical fumble lasting until the end of their next turn.
    • Crit (Ranged within 10 ft): Stun (Base DC) Con save or stunned for 1 round per every 5 the check failed by.
    • (B) AC Defence (+2/5) – You gain an armour class bonus, for a set number of attacks each round.

Weapon Qualities – Battleaxe

  • 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.
  • Delay: On a Crit, the target must make a Con save vs Base DC. If they fail, they are stunned until the start of their turn, on a critical fumble they are stunned until their next turn.
  • 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.
  • Versatile: Does more damage if wielded in two hands.

Weapon Options – Battleaxe

  • Arching Slash: When you attack with this bladed weapon, you may choose to target two creatures within your reach with a single attack. This attack uses the same attack roll for both targets and deals slashing damage equal to half your normal damage to each target.
  • Blunted Bash: Instead of dealing piercing or slashing damage, you can choose to deal bludgeoning damage by striking the target with another part of the weapon. This attack’s damage die is one size smaller than normal.
  • 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 battleaxe is also magical.
  • 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. On a failure, the creature becomes frightened of you for 1 minute.
  • Pinning Hit. When you make a melee or ranged attack with this weapon, you may attempt to pin a creature up to one size larger to a wall or surface by catching their clothing with the weapons edge or point. This can be used against creatures without clothing at the GM’s discretion. If you hit, the target must make a Strength saving throw vs your base DC. On a failure the creature is reduced to zero movement and can use an action on their turn to make another Strength saving throw.

Designing the Weapons Mastery

For this item, I have juggled the damage dice so that they leave room for some of the more powerful items to come.

Content Updates

  • 2021-08-11 – Update to layout and menu.
  • 2020-07-25 – Fixed the description.
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

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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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