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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Sling

Dungeons and Dragons – Mystara

Weapons Mastery – Sling

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

A sling is a projectile weapon typically used to throw a blunt projectile such as a stone, clay, or lead “sling-bullet”. It is also known as the shepherd’s sling. Someone who specialises in using slings is called a slinger. A sling has a small cradle or pouch in the middle of two lengths of cord.

Weapons Mastery – Sling

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)
Sling Attack +Dex to hit on target, Ammunition range (-/110 ft)
Basic Hit: 1d4 +Dex bludgeoning (Halved)
Weapon AbilitiesAmmunition, Range

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

(Proficient)
Sling Attack +Dex +Prof to hit one target, Ammunition range (30/120 ft)
Basic Hit: 1d4 +Dex bludgeoning
Weapon AbilitiesAmmunition, Range

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)
Sling Attack +Dex +Prof to hit one target, Ammunition range (35/130 ft)
Basic Hit: 2d4 +Dex bludgeoning + Stun
Weapon AbilitiesAmmunition, Defensive, Extra Missile, Range, Stun

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)
Sling Attack +Dex +Prof +Prof to hit one target, Ammunition range (40/140 ft)
Basic Hit: 3d4 +Dex bludgeoning + Stun
Weapon AbilitiesAmmunition, Defensive, Extra Missile, Range, Stun
Weapon Options (Available to learn) – Distracting Shot, Headcrack, Patient Shot, Shrapnel Shot, Staggering Shot, Underdog Strike

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

(Master)
Sling Attack +Dex +Prof +Prof to hit one target, Ammunition range (45/150 ft)
Basic Hit: 4d4 +Dex bludgeoning + Stun
Weapon AbilitiesAmmunition, Defensive, Extra Missile, Range, Stun
Weapon Options (Available to learn) – Distracting Shot, Headcrack, Patient Shot, Shrapnel Shot, Staggering Shot, Underdog Strike

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)
Sling Attack +Dex +Prof +Prof to hit one target, Ammunition range (50/160 ft), Crit (1 and 20)
Basic Hit: 4d4 +Dex bludgeoning + Stun
Weapon AbilitiesAmmunition, Defensive, Extra Missile, Range, Stun
Weapon Options (Available to learn) – Distracting Shot, Headcrack, Patient Shot, Shrapnel Shot, Staggering Shot, Underdog Strike

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 – Sling

Weapon Ability – Ammunition – You can use a weapon that has the ammunition properly lo make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack.
(Proficiency) At the end of the battle, you can recover half your expended ammunition by taking a minute lo search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Associated WeaponsBlowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling

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 – Extra Missile – Each ranged attack allows you to add an extra missile at the same target as a free action. Each extra missile that hits adds +1 dice to the total damage and +1 to the toxin resistance DC, but all damage counts as one attack for damage reduction. Each level above skilled adds +1 missile and to the DC of the toxin resistance or other effects that use Base DC.
Associated WeaponsDart, Shortbow, Sling

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 – Stun – On a Critical Hit (for a range weapon only in the normal weapons range), the target must make a Stunned Saving Throw. Once you gained skilled in this weapon you learn the ability Attempt Stun. Each level above skilled adds +1 WM Bonus to the DC.
Stunned Saving Throw – Constitution vs Base DC. Failure causes stunned until start of their next turn, when they can make another saving throw.
(Skilled Bonus Action) Attempt Stun – Against a target you have already hit this round, you can force it to make a Stunned Saving Throw. The DC is increased by 1 for every addition hit you made against them this round with the Stun weapon.
Associated WeaponsBattleaxe, Flail, Greatclub, Greatsword, Lasso, Light Crossbow, Light Hammer, Maul, Sling, Spear, Spontoon,

Weapon Options – Sling

Distracting Shot (Attack Option) As part of the attack action, make an attack with your ranged weapon. You intentionally miss your target but give an ally of your choice the chance to attack while it is distracted. The next attack roll against the target by that ally has advantage if it is made before the beginning of the target’s next turn.
Associated WeaponsHand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling

Weapon Option – 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

Patient Shot (Attack Option) You carefully align your ranged weapons sites over your target. As an action in a turn that you have not moved, you may make a single ranged attack with advantage, and reduce your speed to zero until your next turn. Each level above expert with the weapon adds +1 to the attack roll.
Associated WeaponBlowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling

Weapon Option – Shrapnel Shot (Attack Option) As an attack, make an attack with your ranged weapon against an unattended object. The attack deals double damage to the target. If the object is destroyed, it explodes into a cloud of shrapnel. Choose one of the following options: A creature adjacent to the object must make a Blinded Saving Throw or all creatures within 5ft of the object must make a Shrapnel Saving Throw.
Shrapnel Saving Throw – Dexterity vs Base DC. Taking 1d6 piercing damage on a failure. Each level above expert with the weapon adds +1 to the dice of damage.
Blinded Saving Throw – Constitution vs Base DC. On a failure, the creature is blinded until the beginning of your next turn. Each level above expert with the weapon adds +1 to the rounds affected with the target getting a saving throw at the start of its turn.
Associated WeaponsLight Crossbow, Longbow, Shortbow, Sling

Staggering Shot (Attack Option) As an attack while wielding a ranged weapon, you may make a ranged attack. If this attack hits, the enemy takes full weapon damage and must make a Restrained Saving Throw.
Restrained Saving Throw – Constitution vs Base DC. On a failure, the target is restrained until the end of its next turn.
Associated WeaponHeavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling

Underdog Strike (Attack Option) As an attack, you may make a single ranged weapon attack with your bludgeoning weapon against a creature at least 1 size category larger than you. This attack deals normal weapon damage, and an extra dice bludgeoning damage per size category difference and for each level of weapons mastery over expert.
Associated WeaponsSling

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 enhancement changes.

Weapons Mastery Version 1.0
  • Sling Attack:(Non-Proficient) + to hit, Ammunition range (-/110 ft), one target
    • Hit: 1d2+mod bludgeoning.
  • Sling Attack: (Proficient) + to hit, Ammunition range (30/120 ft), one target
    • Hit: 1d4+mod bludgeoning.
  • Sling Attack: (Skilled) + to hit, Ammunition range (35/130 ft), one target
    • Hit: 1d6+mod piercing.
    • Crit (within 35): Stun (Base DC) Con save or stunned for 1 round/per 5 under the check.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
  • Sling Attack: (Expert) + to hit, Ammunition range (40/140 ft), one target
    • Hit: 2d4+mod piercing.
    • Crit (within 40): 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.
    • (F) Extra Missiles (+1) – When attacking you can add a number of extra missiles to the attack at -1 per extra missile. Each extra missile that hits adds +1 dice to the total damage but counts as one attack for damage reduction.
  • Sling Attack: (Master) + to hit, Ammunition range (45/150 ft), one target
    • Hit: 3d4+mod piercing.
    • Crit (within 45): Stun (Base DC) 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.
    • (F) Extra Missiles (+2) – When attacking you can add a number of extra missiles to the attack at -1 per extra missile. Each extra missile that hits adds +1 dice to the total damage but counts as one attack for damage reduction.
  • Sling Attack: (Grand Master) + to hit, Ammunition range (50/160 ft), one target
    • Hit: 2d6+mod piercing.
    • Crit (within 50): Stun (Base DC) 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.
    • (F) Extra Missiles (+3) – When attacking you can add a number of extra missiles to the attack at -1 per extra missile. Each extra missile that hits adds +1 dice to the total damage but counts as one attack for damage reduction.

Content Updates

  • 2022-05-04 – Converted over to version 2.0 of my weapon mastery rules.
  • 2021-08-11 – Update to layout and menu. Reduced non-proficient use of the weapon.
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

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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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