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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Morningstar

Dungeons and Dragons – Mystara

Weapons Mastery – Morningstar

Morningstar
Morningstar

The morning star is a medieval weapon consisting of a spiked ball mounted on a shaft, resembling a mace, usually with a long spike extending straight from the top and many smaller spikes around the particle of the head. The spikes distinguish it from a mace, which can have, at most, flanges or small knobs.

  • 5E Stats – One Handed or Versatile Martial Weapon, Costs 15 gp and has a weight of 3 lb.
  • Weapon Options: Bruising Blow, Dazing Blow, Feartsome Accuracy, Ribshatter, Sunder Joints

Weapons Mastery – Morningstar

  • Morningstar (Non-Proficient) + to hit one target
    • Hit: 1d4+mod piercing.
  • Morningstar (Proficient)+ to hit one target
    • Hit: 2d4+mod piercing.
  • Morningstar (Skilled) + to hit one target
    • Hit: 3d4+mod piercing.
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Morningstar (Expert) + to hit one target – Thrown range (-/15)
    • Hit: 2d6+mod piercing.
    • (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Morningstar (Master) + to hit one target – Thrown range (5/20)
    • Hit: 3d6+mod piercing.
    • (B) AC Defence (+2/4) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Morningstar (Grand Master) + to hit one target – Thrown range (10/25)
    • Hit: 2d8+mod piercing.
    • (B) AC Defence (+2/5) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.

Weapon Qualities – Morningstar

  • 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.
  • Disarm: As a bonus action, if you have struck an opponent this weapon this round, you can attempt to disarm your opponent with the opponent making a Dex save vs Base DC. If they roll a natural 20, you are disarmed instead.
  • 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.

Weapon Options – Morningstar

  • 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
  • Dazing Blow. As an action, you may make a single ranged weapon attack with this weapon. If the attack hits, the target must make a Constitution saving throw (vs Base DC) or be incapacitated until the end of its next turn.
  • 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 (against your Base DC). On a failure, the creature becomes frightened of you for 1 minute.
  • 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 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 enhancment changes.

Content Updates

  • 2021-08-26 – Update to layout and menu.
  • 2021-03-31 – Cleaning up for quick copy.
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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