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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Morningstar

Dungeons and Dragons – Mystara

Weapons Mastery – Morningstar

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

Weapons Mastery – Morningstar

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)
Morningstar Attack +Str to hit one target
Basic Hit: 1d8 +Str mod piercing (Halved)

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

(Proficient)
Morningstar Attack +Str +Prof to hit one target
Basic Hit: 1d8 +Str mod piercing

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)
Morningstar Attack +Str +Prof to hit one target
Basic Hit: 2d8 +Str mod piercing
Weapon AbilitiesDefensive, Disarm

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)
Morningstar Attack +Str +Prof +Prof to hit one target, Thrown Range (-/15 ft)
Basic Hit: 3d8 +Str mod piercing
Weapon AbilitiesDefensive, Disarm, Range, Thrown
Weapon Options (Available to learn) – Bruising Blow, Dazing Blow, Fearsome Accuracy, Ribshatter, Sunder Joints

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

(Master)
Morningstar Attack +Str +Prof +Prof to hit one target, Thrown Range (5/20 ft)
Basic Hit: 4d8 +Str mod piercing
Weapon AbilitiesDefensive, Disarm, Range, Thrown
Weapon Options (Available to learn) – Bruising Blow, Dazing Blow, Fearsome Accuracy, Ribshatter, 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)
Morningstar Attack +Str +Prof +Prof to hit one target, Thrown Range (10/25 ft), Crit (1 and 20)
Basic Hit: 5d8 +Str mod piercing
Weapon AbilitiesDefensive, Disarm, Range, Thrown
Weapon Options (Available to learn) – Bruising Blow, Dazing Blow, Fearsome Accuracy, Ribshatter, Sunder Joints

Weapon Abilities – Morningstar

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 – 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 Disarm Saving Throw.
Disarm Saving Throw – Dexterity vs Base DC. Failure causes item in chosen hand to be dropped in targets square. Critical success causes you to drop this weapon instead.
Associated WeaponsHalberd, Lochaber Axe, Longsword, Morningstar, Partisan, Rapier, Shortsword, Sickle, Trident, Warpick,

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 – Thrown – If a weapon has the thrown property, you can throw the weapon to make a ranged attack.
Thrown (Attack Option) 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.
Associated WeaponsBastard Sword, Battleaxe, Club, Dagger, Flail, Greatsword, Handaxe, Javelin, Light Hammer, Light Shield, Longsword, Mace, Morningstar, Net, Shortsword, Spear, Trident, Warhammer, Warpick,

Weapon Options – Morningstar

Weapon Option – Bruising Blow (Attack Option) – For an attack roll with your weapon against a living creature. If the attack hits, it deals normal weapon damage and the target must make a Bruised Saving Throw. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Bruised Saving Throw – Constitution vs Base DC. Failure causes the target to lose its Dexterity Modifier (if positive, or double it if negative) to its AC until it takes a short rest or is treated with a successful Wisdom (Medicine) check vs the Base DC.
Associated WeaponsBlackjack, Cestuc, Club, Greatclub, Light Hammer, Mace, Maul, Morningstar, Quarterstaff, Unarmed or Natural, Warhammer

Weapon Option – Dazing Blow (Attack Option) For an attack roll, you may make a single ranged weapon attack with this weapon. If the attack hits, the target must make a Incapacitated Saving Throw. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Incapacitated Saving Throw – Constitution vs Base DC. Failure has the target incapacitated until the end of its next turn
Associated WeaponsClub, Light Hammer, Mace, Maul, Morningstar

Weapon Option – Fearsome Accuracy (Attack Option) 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 Frightened Saving Throw. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Frightened Saving Throw – Wisdom vs Base DC. Failure has the target Frightened of you for 1 minute.
Associated WeaponsBastard Sword, Battleaxe, Club, Dagger, Handaxe, Javelin, Light Hammer, Mace, Morningstar, Spear, Trident, Warhammer, Warpick

Weapon Option – Ribshatter (Attack Option) Make a single attack roll with your weapon against a humanoid target. This attack does normal weapon damage and the target must make a Stunned Saving Throw. If the damage you dealt was greater than half the creature’s maximum hit points, it is stunned until the end of its next turn.
Stunned Saving Throw – Constitution vs Base DC. Failure causes target to be stunned until the beginning of its next turn.
Associated WeaponsCestus, Flail, Greatclub, Light Hammer, Mace, Maul, Morningstar, Unarmed or Natural, Warhammer)

Weapon Option – 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
  • 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.

Content Updates

  • 2022-05-05 – Converted over to version 2.0 of my weapon mastery rules.
  • 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: 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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