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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Shield Horned

Dungeons and Dragons – Mystara

Weapons Mastery – Horned Shield

  • 0e-rb-rc D&D BECMI Rules Cyclopedia
  • Horned Shield

A Shield with horns for use in combat.

Weapons Mastery – Horned Shield

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)
Horned Shield Attack +Str to hit one target
Basic Hit: 1d4 +Str mod piercing (Halved)
Weapon AbilitiesAwkward, Break

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

(Proficient)
Horned Shield Attack +Str +Prof to hit one target
Basic Hit: 1d4 +Str mod piercing
Weapon AbilitiesAwkward, Break, Extra Attack

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)
Horned Shield Attack +Str +Prof to hit one target
Basic Hit: 2d4 +Str mod piercing
Weapon AbilitiesBreak, Defensive, Extra Attack, Retaliate

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)
Horned Shield Attack +Str +Prof +Prof to hit one target
Basic Hit: 3d4 +Str mod piercing
Weapon AbilitiesBreak, Defensive, Extra Attack, Retaliate
Weapon Options (Available to learn) – Armour-Piercing Thrust, Close Quarters Combat, Sunder Joints

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

(Master)
Horned Shield Attack +Str +Prof +Prof to hit one target
Basic Hit: 4d4 +Str mod piercing
Weapon AbilitiesBreak, Defensive, Extra Attack, Retaliate
Weapon Options (Available to learn) – Armour-Piercing Thrust, Close Quarters Combat, 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)
Horned Shield Attack +Str +Prof +Prof to hit one target, Crit (1 and 20)
Basic Hit: 5d4 +Str mod piercing
Weapon AbilitiesBreak, Defensive, Extra Attack, Retaliate
Weapon Options (Available to learn) – Armour-Piercing Thrust, Close Quarters Combat, 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 – Horned Shield

Weapon Ability – Awkward – You have disadvantage within this range when attacking with the weapon.
(Skilled Proficiency) At this level of proficiency the weapon no longer has the awkward disadvantage.
Associated WeaponsHorned Shield, Knife Shield, Lance, Sword Shield, Tusked Shield,

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 – Break – This weapon is fragile. If the attack roll to hit a target is a critical strike (Fumble or hit), then the weapon will break, giving it the broken condition. On a fumble, no extra effect happens. On a Critical Hit, it breaks off in the attacker causing them to lose 5ft from their movement until removed, then it bleeds for 1d4 until treated once removed.
Associated WeaponsHorned Shield, Knife Shield, Sword Shield, Tusked Shield,

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 Attack – The attack, unlike usual two weapon fighting, adds the ability bonus to damage and does not care what is in the other hand, or that you used your action to make an attack.
(Skilled Bonus Action) Extra Bonus Attack – As a bonus action, an attack can be done with this weapon using the standard attack options.
Associated WeaponsBlackjack, Cestus, Dart, Horned Shield, Knife Shield, Sword Shield, Tusked Shield

Weapon Ability – Retaliate – If you have managed to avoid a hit based on the bonus provided by this weapon using Defensive, then as a reaction your can make an attack.
(Reaction) Extra Attack – As a reaction action with the blocked by weapon trigger, an attack can be done with this weapon using the standard attack options.
Associated WeaponsHorned Shield, Knife Shield, Net, Sword Shield, Tusked Shield,

Weapon Options – Horned Shield

Armour-Piercing Thrust (Attack Option) – As an attack, you may pinpoint a weak point of an opponent’s armour. This attack pierces armour, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage.
Associated WeaponBill, Dagger, Halberd, Horned Shield, Knife Shield, Partisan, Pike, Poleaxe, Ranseur, Rapier, Spear, Spetum, Spontoon, Trident, Tusked Shield, Warpick

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

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

Design 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
  • Horned Shield Attack: (Non-Proficient) + to hit, Awkward, Break, one target
    • Hit: 1+mod piercing.
  • Horned Shield Attack: (Proficient) + to hit, Break, one target
    • Hit: 1d2+mod piercing.
    • (B) Extra Attack – Can use this attack if your attack action in the round was a light weapon. This attack includes your mod bonus to damage.
  • Horned Shield Attack: (Skilled) + to hit, Break, one target
    • Hit: 1d4+mod piercing.
    • (B) AC Defence (+1/2) – You gain an AC Bonus against the next number of attacks.
    • (B) Extra Attack – Can use this attack if your attack action in the round was a light weapon. This attack includes your mod bonus to damage.
  • Horned Shield Attack: (Expert) + to hit, Break, one target
    • Hit: 2d4+mod piercing.
    • (B) AC Defence (+1/4) – You gain an AC Bonus against the next number of attacks.
    • (B) Extra Attack – Can use this attack if your attack action in the round was a light weapon. This attack includes your mod bonus to damage.
  • Horned Shield Attack: (Master) + to hit, Break, one target
    • Hit: 3d4+mod piercing.
    • (B) AC Defence (+2/6) – You gain an AC Bonus against the next number of attacks.
    • (B) Extra Attack – Can use this attack if your attack action in the round was a light weapon. This attack includes your mod bonus to damage.
  • Horned Shield Attack: (Grand Master) + to hit, Break, one target
    • Hit: 2d6+mod piercing.
    • (B) AC Defence (+2/All) – You gain an AC Bonus against all attacks.
    • (B) Extra Attack – Can use this attack if your attack action in the round was a light weapon. This attack includes your mod bonus to damage.

Content Updates

  • 2022-05-05 – Converted over to version 2.0 of my weapon mastery rules.
  • 2021-08-25 – Update to layout and menu.
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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