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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Greatsword

Dungeons and Dragons – Mystara

Weapons Mastery – Greatsword

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

A greatsword is any generally straight bladed double edged sword large enough that it required the use of two hands to wield it effectively.

Weapons Mastery – Greatsword

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)
Greatsword Attack +Str to hit one target
Basic Hit: 2d6 +Str mod slashing (Halved)
Weapon AbilitiesHeavy, Two-Handed

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

(Proficient)
Greatsword Attack +Str +Prof to hit one target
Basic Hit: 2d6 +Str mod slashing
Weapon AbilitiesHeavy, Two-Handed

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)
Greatsword Attack +Str +Prof to hit one target
Basic Hit: 4d6 +Str mod slashing + Stun
Weapon AbilitiesDefensive, Deflect, Heavy, Stun, Two-Handed

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)
Greatsword Attack +Str +Prof +Prof to hit one target, Thrown range (-/15 ft)
Basic Hit: 6d6 +Str mod slashing + Stun
Weapon AbilitiesDefensive, Deflect, Heavy, Range, Stun, Thrown, Two-Handed
Weapon Options (Available to learn) – Arcing Slash, Crushing Blow, Disarming Parry, Hurling Impact, Lock Blades, Sundering Strike

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

(Master)
Greatsword Attack +Str +Prof +Prof to hit one target, Thrown range (5/20 ft)
Basic Hit: 8d6 +Str mod slashing + Stun
Weapon AbilitiesDefensive, Deflect, Heavy, Range, Stun, Thrown, Two-Handed
Weapon Options (Available to learn) – Arcing Slash, Crushing Blow, Disarming Parry, Hurling Impact, Lock Blades, Sundering Strike

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)
Greatsword Attack +Str +Prof +Prof to hit one target, Thrown range (10/25 ft), Crit (1 and 20)
Basic Hit: 10d6 +Str mod slashing + Stun
Weapon AbilitiesDefensive, Deflect, Heavy, Range, Stun, Thrown, Two-Handed
Weapon Options (Available to learn) – Arcing Slash, Crushing Blow, Disarming Parry, Hurling Impact, Lock Blades, Sundering Strike

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 – Greatsword

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 – 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 WeaponsBardiche, 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 – Heavy – Attacks are at disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a non-proficient creature to use effectively.
(Proficiency) Only small creatures have disadvantage.
(Expert proficiency) No creatures have disadvantage.
Associated WeaponsBardiche, Bill, Glaive, Greataxe, Greatsword, Guisarme, Halberd, Heavy Crossbow, Lochaber Axe, Longbow, Maul, Partisan, Pike, Poleaxe, Ranseur, Voulge,

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 – 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 WeaponsBattleaxe, 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 WeaponsBastard Sword, Battleaxe, Club, Dagger, Flail, Greatsword, Handaxe, Javelin, Light Hammer, Light Shield, Longsword, Mace, Morningstar, Net, Shortsword, Spear, Trident, Warhammer, Warpick,

Weapon Ability – Two-Handed – If your not proficient in the weapon, this weapon is used with Disadvantage. Your required to use two hands to use this weapon.
(Master proficiency) You add half your strength bonus again to damage.
(Grand Master proficiency) You add your strength bonus twice to damage
Associated WeaponsBardiche, Bill, Blowgun 2H, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Heavy Crossbow, Light Crossbow, Lochaber Axe, Longbow, Maul, Partisan, Pike, Poleaxe, Ranseur, Scythe, Shortbow, Spetum, Voulge,

Weapon Options – Greatsword

Arcing Slash (Attack Option) When you attack with this bladed weapon, you may choose to target two creatures within your reach with a single attack. This attack uses the same attack roll for both targets and deals slashing damage equal to half your normal damage to each target.
Associated WeaponsBardiche, Bastard Sword, Battleaxe, Bill, Glaive, Greataxe, Greatsword, Guisarme, Halberd, Lochaber Axe, Longsword, Poleaxe, Scimitar, Sword Shield

Weapon Option – Crushing Blow (Attack Option) As an attack, you can make a melee attack roll with your two handed weapon against an armoured or naturally armoured creature within 5ft of you. If the attack hits, instead of damage, the target’s AC is permanently reduced by 1 until its armour is repaired. The armour cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armour, unless your weapon is also magical.
Associated WeaponsBattleaxe, Greataxe, Greatclub, Greatsword, Maul, Quarterstaff, Warhammer

Weapon Option – Disarming Parry (Reaction Option) When a creature attacks you with a weapon, you may use your reaction to catch their weapon in yours and disarm them. Compare you Base DC with the attack roll and if it exceeds it, their attack misses and they must succeed on a Strength saving throw or drop their weapon.
Associated WeaponsGlaive, Greataxe, Greatsword, Halberd, Ranseur, Sickle, Spetum, Trident, Whip

Hurling Impact (Attack Option) – As an attack, you can make a melee attack roll with your weapon against a Medium or smaller target. If the attack hits, it does normal weapon damage and the target must make a Strength saving throw vs Base DC. On a failure, the target is pushed up to 5ft away from you taking your weapon with them. On a critical hit, this attack does an extra two dice of damage and the weapon breaks. Each level above expert with the weapon adds +1 WM Bonus to the DC and +5ft to the range the person is thrown.
Associated WeaponsGreataxe, Greatclub, Greatsword, Maul

Weapon Option – Lock Blades (Reaction Option) – When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Add 10 to your attack roll with the weapon and if that equals or exceeds their attack roll, their attack misses and they can’t reuse that weapon until the start of your next turn. If you are wielding your bladed weapon with two hands you get to add your Str mod twice. Each level above expert with the weapon adds +1 WM Bonus to the check.
Associated WeaponsBastard Sword, Dagger, Greatsword, Longsword, Rapier, Scimitar, Shortsword, Sword Shield

Sundering Strike (Attack Option) As an attack, make an attack roll with your weapon against a creature wielding a weapon, including natural weapons. If the attack hits, the weapon is damaged, and all attacks made with this weapon have disadvantage. Another sundering strike destroys the weapon. This attack has no effect on magical weapons unless your martial weapon is also magical.
Associated WeaponGreataxe, Greatsword, Maul, Warhammer

Details 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
  • Greatsword Attack: (Non-Proficient) + to hit, Heavy, Two Handed, one target
    • Hit: 1d6+mod slashing.
  • Greatsword Attack: (Proficient) + to hit, Heavy, Two Handed, one target
    • Hit: 2d6+mod slashing
  • Greatsword Attack: (Skilled) + to hit, Heavy, Two Handed, one target
    • Hit: 3d6+mod slashing
    • 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.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
  • Greatsword Attack: (Expert) + to hit, Heavy, Thrown range (-/15), Two Handed, one target
    • Hit: 2d8+mod slashing
    • 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 (2) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
  • Greatsword Attack: (Master) + to hit, Heavy, Thrown range (5/20), Two Handed, one target
    • Hit: 2d10+mod slashing
    • 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 (3) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
  • Greatsword Attack: (Grand Master) + to hit, Heavy, Thrown range (10/25), Two Handed, one target
    • Hit: 2d12+mod slashing
    • 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 (4) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.

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 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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