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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
  • 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.

Weapons Mastery – Maul

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

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

(Proficient)
Maul Attack +Str +Prof to hit one target
Basic Hit: 2d6 +Str mod Bludgeoning
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)
Maul Attack +Str +Prof to hit one target
Basic Hit: 4d6 +Str mod Bludgeoning + Stun
Weapon AbilitiesHeavy, 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)
Maul Attack +Str +Prof +Prof to hit one target
Basic Hit: 6d6 +Str mod Bludgeoning + Stun
Weapon AbilitiesHeavy, Stun, Two-Handed

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

(Master)
Maul Attack +Str +Prof +Prof to hit one target
Basic Hit: 8d6 +Str mod Bludgeoning + Stun
Weapon AbilitiesHeavy, Stun, Two-Handed

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)
Maul Attack +Str +Prof +Prof to hit one target, Crit (1 and 20)
Basic Hit: 10d6 +Str mod Bludgeoning + Stun
Weapon AbilitiesHeavy, Stun, Two-Handed

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 – Maul

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 – 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 – 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 – 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 – Maul

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

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

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

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

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)

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

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

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
  • 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

Content Updates

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