Dungeons and Dragons – Mystara
Weapons Mastery – Flail
- Source: D&D BECMI Rules Cyclopedia (0e-rb-rc)
- Weapons Mastery
- Weapon Abilities
- Weapon Options
- Design Details
- Content Updates
A flail is a weapon consisting of a striking head attached to a handle by a flexible rope, strap, or chain. The chief tactical virtue of the flail was its capacity to strike around a defender’s shield or parry.
- 5E Stats – One Handed or Versatile Martial Weapon, Costs 10 gp and has a weight of 2 lb.
- Weapon Options (Available to learn) – Chain Garrote, Ribshatter, Shield Snare, Sunder Joints
Weapons Mastery – Flail
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)
Flail Attack +Str to hit one target
Basic Hit: 1d8 +Str mod bludgeoning (Halved)
Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks.
(Proficient)
Flail Attack +Str +Prof to hit one target
Basic Hit: 1d8 +Str mod bludgeoning
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)
Flail Attack +Str +Prof to hit one target
Basic Hit: 2d8 +Str mod bludgeoning + Stun
Weapon Abilities – Defensive, Deflect, 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)
Flail Attack +Str +Prof +Prof to hit one target
Basic Hit: 3d8 +Str mod bludgeoning + Stun
Weapon Abilities – Defensive, Deflect, Stun
Weapon Options (Available to learn) – Chain Garrote, Ribshatter, Shield Snare, Sunder Joints
Weapon Mastery Master – Your gain advantage on your attack, weapons do an extra dice of damage. Abilities and Options improve.
(Master)
Flail Attack +Str +Prof +Prof to hit one target
Basic Hit: 4d8 +Str mod bludgeoning + Stun
Weapon Abilities – Defensive, Deflect, Stun
Weapon Options (Available to learn) – Chain Garrote, Ribshatter, Shield Snare, 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)
Flail Attack +Str +Prof +Prof to hit one melee or ranged target, Thrown (-/15 ft), Crit (1 and 20)
Basic Hit: 5d8 +Str mod bludgeoning + Stun
Weapon Abilities – Defensive, Deflect, Range, Stun, Thrown
Weapon Options (Available to learn) – Chain Garrote, Ribshatter, Shield Snare, 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 – Flail
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 Weapons – Bardiche, 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 Weapons – Bardiche, 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 – Deflect – If you spend your bonus action this round on this quality, you can attempt to deflect attacks with your weapon. Your Base DC becomes your armour class against ranged or melee weapons of your size or smaller until the start of your next round while you still have a reaction. If an attack would have hit you, but is lower than your Base DC, you deflect the attack and your weapon takes half the damage. Each level above skilled adds +1 WM Bonus to the Base DC. (Magical Implements don’t take damage from spells or use up their reactions when deflecting spells)
(Expert Spell Deflection) You can redirect the spell to a target with a cone opposite from the spell caster as long as its still within range, expending your reaction to do so.
(Master Spell Deflecting) You can redirect the spell to a target with the remainder of the range, and expend your reaction to do so.
(Grand Master Spell Deflecting) You add your range extension to the redirect.
Associated Weapons – Bardiche, Bastard Sword, Bill, Club, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Heavy Shield, Light Shield, Lochaber Axe, Longsword, Medium Shield, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Scimitar, Scythe, Shortsword, Spetum, Staff, Tower Shield, Voulge, Wand, 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 Weapons – Bastard 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 Weapons – Battleaxe, Flail, Greatclub, Greatsword, Lasso, Light Crossbow, Light Hammer, Maul, Sling, Spear, Spontoon,
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 Weapons – Bastard Sword, Battleaxe, Club, Dagger, Flail, Greatsword, Handaxe, Javelin, Light Hammer, Light Shield, Longsword, Mace, Morningstar, Net, Shortsword, Spear, Trident, Warhammer, Warpick,
Weapon Options – Flail
Chain Garotte (Attack Option) While wielding this weapon, you may attempt to grapple a creature by looping the chain of your weapon around its neck. While grappled in this way, the creature cannot speak, cannot breathe, and has disadvantage on attack rolls against you. If you surprised the creature with this grapple, it cannot hold its breath and immediately begins suffocating. Creatures that you cannot grapple or do not need to breathe are unaffected by this manoeuvre.
Associated Weapons – Flail
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 Weapons – Cestus, Flail, Greatclub, Light Hammer, Mace, Maul, Morningstar, Unarmed or Natural, Warhammer)
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 Weapons – Flail, Net, Sickle, Whip
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 Weapons – Cestus, 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
- Flail Attack: (Non-Proficient) + to hit, one target
- Hit: 1d4+mod bludgeoning.
- Flail Attack: (Proficient) + to hit, one target
- Hit: 2d4+mod bludgeoning.
- Flail Attack: (Skilled) + to hit, one target
- Hit: 3d4+mod bludgeoning.
- Crit: 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.
- Flail Attack: (Expert) + to hit, one target
- Hit: 2d6+mod bludgeoning.
- Crit: 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.
- (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC if higher.
- (Master) Flail Attack: + to hit, Thrown (-/15), one target
- Hit: 3d6+mod bludgeoning.
- Crit: Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
- (B) AC Defence (+2/4) – You gain an armour class bonus, for a set number of attacks each round.
- (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC if higher.
- Flail Attack: (Grand Master) + to hit, Thrown (-/15), one target
- Hit: 2d8+mod bludgeoning.
- Crit: Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
- (B) AC Defence (+2/5) – You gain an armour class bonus, for a set number of attacks each round.
- (B) Deflect (2) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC if higher.
Content Updates
- 2022-05-04 – 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 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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