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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Net

Dungeons and Dragons – Mystara

Weapons Mastery – Net

A net gun is a non-lethal weapon designed to fire a net which entangles the target. Net guns have a long history of being used to capture wildlife, for research purposes.

Weapons Mastery – Net

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)
Net Attack +Str to hit one target, Thrown Range (-/10 ft)
Basic Hit: Entangle
Weapon AbilitiesEntangle, Range, Thrown

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

(Proficient)
Net Attack +Str +Prof to hit one target, Thrown Range (5/20 ft)
Basic Hit: Entangle
Weapon AbilitiesEntangle, Range, Thrown

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)
Net Attack +Str +Prof to hit one target, Thrown Range (10/30 ft)
Basic Hit: Entangle
Weapon AbilitiesDefensive, Entangle, Range, Retaliate, Thrown

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)
Net Attack +Str +Prof +Prof to hit one target, Thrown Range (15/40 ft), Crit (19-20)
Basic Hit: Entangle
Weapon AbilitiesDefensive, Entangle, Range, Retaliate, Thrown
Weapon Options (Available to learn) – Blinding Binds, Shield Snare, Snare, Wing-Wrapping Attack

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

(Master)
Net Attack +Str +Prof +Prof to hit one target or two adjacent targets, Thrown Range (20/50 ft), Crit (19-20)
Basic Hit: Entangle
Weapon AbilitiesDefensive, Entangle, Range, Retaliate, Thrown
Weapon Options (Available to learn) – Blinding Binds, Shield Snare, Snare, Wing-Wrapping Attack

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)
Net Attack +Str +Prof +Prof to hit one target or two adjacent targets, Thrown Range (25/60 ft), Crit (1-2 and 19-20)
Basic Hit: Entangle
Weapon AbilitiesDefensive, Entangle, Range, Retaliate, Thrown
Weapon Options (Available to learn) – Blinding Binds, Shield Snare, Snare, Wing-Wrapping Attack

Weapon Abilities – Net

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 – Entangle – A creature up to one size larger is restrained. A creature may make an action to perform an Entangled Saving Throw to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the weapon. On a Critical Hit, the target must make a Paralysis Saving Throw. When you attack with this weapon it is the only attack you can make in the round. Each level above skilled adds +1 WM Bonus to the DC (Net gives bonus starting at Proficient). Once you reach expert level, you crit on roll of a 19-20. Once you reach Grand master level you crit on roll of a 1-2 and 19-20.
Entangle Saving Throw – Strength vs Base DC. Failure causes restrained.
Paralysis Saving Throw – Constitution vs Base DC. Failure causes paralysis.
Associated WeaponsBola, Lasso, Net,

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 – 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 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 – Net

Blinding Binds (Attack Option) – Instead of restraining your foe, you may instead wrap the thick cords of your weapon around a single creature’s head. A Large or smaller creature hit by the weapon must make a Blinded Saving Throw, and remains so until the weapon is removed. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Blinded Saving Throw – Dexterity vs Base DC. Failure causes blinded.
Associated WeaponsBola, Lasso, Net, Whip

Weapon Option – Shield Snare (Weapon Option) As an attack while wielding this weapon, you may make a single attack roll against a target carrying a shield or a similar defensive tool. This attack ignores any bonus to AC granted by the shield and deals normal weapon damage to the shield. If the attack hits, the target must also make a Strength saving throw. On a failure, its shield is pulled from its grip and lands at its feet.
Associated WeaponsFlail, Net, Sickle, Whip

Snare (Reaction Option) As part of your attack action, you may use your reaction to snap your weapon around a creature or its weapon. If you target the weapon, the creature must make a Disarm Saving Throw. If you target the creature, it must make a Restrained Saving Throw.
Disarm Saving Throw – Strength vs Base DC. Failure causes it to drop its weapon at its feet.
Restrained Saving Throw – Strength vs Base DC. Failure causes it to be restrained. It may repeat this saving throw at the end of each of its turns. You cannot make weapon attacks with this weapon until the restrained condition is ended.
Associated WeaponsLasso, Net, Whip

Wing-Wrapping Attack (Attack Option) Instead of restraining a flying creature, you may entangle its wings in your weapon. A winged creature up to one size larger hit by the weapon when you use this maneuver has its fly speed reduced to 0 (but is not restrained) until the weapon is removed. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Grounded Saving Throw – Strength vs Base DC. Failure causes flying speed reduced to 0 (but is not restrained).
Associated WeaponsBola, Lasso, Net, Whip

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
  • Net Attack: (Non-Proficient) + to hit, Thrown range (-/10ft), one target
    • Hit: Entangle – (Base DC) A creature up to one size larger is restrained.
  • Net Attack: (Proficient) + to hit, Thrown range (5/20 ft), one target
    • Hit: Entangle – (Base DC) A creature up to one size larger is restrained.
  • Net Attack: (Skilled) + to hit, Ammunition range (35/130 ft), Light, Loading, one target
    • Hit: Entangle – (Base DC+1) A creature up to one size larger is restrained.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
  • Net Attack: (Expert) + to hit, Ammunition range (40+Delay/140 ft), Light, Loading, one target
    • Hit: Entangle – (Base DC+2) A creature up to one size larger is restrained.
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
  • Net Attack: (Master) + to hit, Ammunition range (45+Delay/150 ft), Light, Loading, one target
    • Hit: Entangle – (Base DC+3) A creature up to one size larger is restrained.
    • (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
  • Net Attack: (Grand Master) + to hit, Ammunition range (50+Delay/160 ft), Light, Loading, one target
    • Hit: Entangle – (Base DC+4) A creature up to one size larger is restrained.
    • (B) AC Defence (+1/4) – You gain an armour class bonus, for a set number of attacks each round.

Content Updates

  • 2022-05-05 – Converted over to version 2.0 of my weapon mastery rules.
  • 2021-08-26 – 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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