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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Maul

Dungeons and Dragons – Mystara

Weapons Mastery – Maul

0e-rb-rc D&D BECMI Rules Cyclopedia
0e-rb-rc – D&D BECMI Rules Cyclopedia
Maul
Maul

A maul is a long-handled hammer with a heavy head, of wood, lead, or iron. Similar in appearance and function to a modern sledgehammer, it is sometimes shown as having a spear-like spike on the fore-end of the haft. The use of the maul as a weapon seems to date from the later 14th century.

  • 5E Stats – Two Handed Martial Weapon, Costs 10 gp and has a weight of 10 lb.
  • Weapon Options: Bruising Blow, Crushing Blow, Dazing Blow, Hurling Impact, Ribshatter, Sundering Strike

Weapons Mastery – Maul

  • Maul Attack: (Non-Proficient) + to hit, Heavy, Two Handed, one target
    • Hit: 1d6+mod Bludgeoning.
  • Maul Attack: (Proficient) + to hit, Heavy, Two Handed, one target
    • Hit: 2d6+mod Bludgeoning
    • Crit: Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
  • Maul Attack: (Skilled) + to hit, Heavy, Two Handed, one target
    • Hit: 3d6+mod Bludgeoning
    • Crit: Stun (Base DC+1) Con save or stunned for 1 round/per 5 under the check
  • Maul Attack: (Expert) + to hit, Heavy, Two Handed, one target
    • Hit: 2d8+mod Bludgeoning
    • Crit: Stun (Base DC+2) Con save or stunned for 1 round/per 5 under the check
  • Maul Attack: (Master) + to hit, Heavy, Two Handed, one target
    • Hit: 2d10+mod Bludgeoning
    • Crit: Stun (Base DC+3) Con save or stunned for 1 round/per 5 under the check
  • Maul Attack: (Grand Master) + to hit, Heavy, Two Handed, one target
    • Hit: 2d12+mod Bludgeoning
    • Crit: Stun (Base DC+4) Con save or stunned for 1 round/per 5 under the check

Weapon Qualities – Maul

  • 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.
  • 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.
  • Heavy (additional effects with proficiency): Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
  • Stun: On a Crit, the target must make a Con save vs Base DC. If they fail, they are stunned for one round. No effect if they pass. If this effect is increased for longer than a round, then the target receives a save each round to remove the effect. For every 5 points they fail by, they are stunned for another round.
  • Two-Handed: This weapon requires two hands to use.

Weapon Options – Maul

  • 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 (against your Base DC). 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 Base DC Wisdom (Medicine) check.
  • Crushing Blow. As an action, you can make a single attack roll with your two handed weapon against an armoured or naturally armoured creature within 5 feet of you. If the attack hits, the target’s AC is permanently reduced by 1 until its armour is repaired, but 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.
  • 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.
  • Hurling Impact. As an action, you can make a single 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 (against your base DC). On a failure, the target is pushed up to 5 feet away from you. On a critical hit, this attack does 2d8 extra damage and the weapon breaks.
  • 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 (against Base DC). 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.
  • Sundering Strike: 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

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

  • 2021-08-25 – 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: 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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