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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Scimitar

Dungeons and Dragons – Mystara

Weapons Mastery – Scimitar

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

A short sword with a curved blade that broadens towards the point, used originally in Eastern countries.

Weapons Mastery – Scimitar

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)
Scimitar Attack +Str to hit one target
Basic Hit: 1d6 +Str mod slashing (Halved)

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

(Proficient)
Scimitar Attack +Str or Dex +Prof to hit one target
Basic Hit: 1d6 +Ability mod slashing
Weapon AbilitiesFinesse, Light

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)
Scimitar Attack +Str or Dex +Prof to hit one target
Basic Hit: 2d6 +Ability mod slashing
Weapon AbilitiesDefensive, Deflect, Finesse, Light

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)
Scimitar Attack +Str or Dex +Prof +Prof to hit one target, Crit (19-20)
Basic Hit: 3d6 +Str or Dex mod slashing
Weapon AbilitiesDefensive, Deflect, Finesse, Light
Weapon Options (Available to learn) – Arcing Slash, Bloody Wound, Close Quarters Combat, Hidden Poniard, Lock Blades, Main Gauche, Serrated Twist, Short Draw

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

(Master)
Scimitar Attack +Str +Dex +Prof +Prof to hit one target, Crit (19-20)
Basic Hit: 4d6 +Str or Dex mod slashing
Weapon AbilitiesDefensive, Deflect, Finesse, Light
Weapon Options (Available to learn) – Arcing Slash, Bloody Wound, Close Quarters Combat, Hidden Poniard, Lock Blades, Main Gauche, Serrated Twist, Short Draw

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)
Scimitar Attack +Str +Dex +Prof +Prof to hit one target, Crit (1-2 and 19-20)
Basic Hit: 5d6 +Str +Dex mod slashing
Weapon AbilitiesDefensive, Deflect, Finesse, Light
Weapon Options (Available to learn) – Arcing Slash, Bloody Wound, Close Quarters Combat, Hidden Poniard, Lock Blades, Main Gauche, Serrated Twist, Short Draw

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 – Scimitar

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 AbilityFinesse – You can choose to use Strength or Dexterity with your attack. You also apply the same attribute to the damage.
(Expert Upgrade) At Expert you can choose to use one for the attack and the other for the damage
(Master Upgrade) At Master level you add both to the attack, but only one to the damage as long as they are positive.
(Grand Master Upgrade) At Grand Master level you add both to the attack and damage as long as they are positive.
Associated WeaponsDagger, Dart, Rapier, Scimitar,

Weapon Ability – Light – Can be used with Two Weapon Fighting.
(Proficient Bonus Action) Two-Weapon Fighting Additional Attack – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
Associated WeaponsBlackjack, Cestus, Club, Dagger, Hand Crossbow, Handaxe, Javelin, Light Hammer, Mace, Scimitar, Shortsword, Sickle, Unarmed or Natural

Weapon Options – Scimitar

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 – Bloody Wound (Attack Option) When you hit a creature with a curved blade, you can choose to make a superficial but bloody wound. The attack deals no damage, but the target takes 1d6 bleed damage at the beginning of each of its turns until it makes a Base DC Wisdom (Medicine) check as an action to stop the bleeding or until it receives magical healing. A creature can have only one bloody wound at a time.
Associated WeaponsScimitar, Sickle

Weapon Option – Close Quarters Combat (Bonus or Reaction Attack Option) – When you successfully grapple a creature or escape a grapple, you may make a single attack with this weapon as a bonus action. Additionally, whenever a creature fails to escape a grapple with you, you may make a single attack with this weapon as a reaction. Each level above expert with the weapon adds +1 WM Bonus to the DC to escape your grapples, or as a bonus for you to escape a grapple.
Associated WeaponsBlackjack, Dagger, Handaxe, Horned Shield, Knife Shield, Light Hammer, Mace, Scimitar, Shortsword, Sword Shield, Tusked Shield, Unarmed or Natural

Hidden Poniard (Attack Option) If the poniard is still concealed within your weapon, you may make a Dexterity (Sleight of Hand) check opposed by a target creature’s Wisdom (Perception) check. If you win this contest, you may make a single attack roll with the concealed poniard (as a dagger) against that target. This attack has advantage.
Associated WeaponsLongsword, Scimitar, Shortsword

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

Weapon Option – Main Gauche (Reaction Option) – While wielding both a bladed weapon and a light bladed weapon, you may use a reaction after being attacked to roll a d4 and add the result to your Armour Class until the end of the attacker’s turn. Each level above expert with the weapon adds +1 WM Bonus to your AC.
Associated WeaponsBastard Sword, Dagger, Knife Shield, Longsword, Rapier, Scimitar, Shortsword, Sickle, Sword Shield

Weapon Option – Serrated Twist (Bonus Action – Weapon Options) When you deal damage to a living creature with this weapon (not including damage from the Bloody Wound maneuver), you may twist the serrated blade as a bonus action. The creature must make a Constitution saving throw or take 1d4 slashing damage per rank of mastery in the weapon.
Associated WeaponsScimitar, Sickle

Short Draw (Attack Option) As an attack, you may draw a sheathed one-handed blade and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the target is Stunned until the start of their turn. You must have at least one hand free to take this action.
Associated WeaponsBastard Sword, Dagger, Longsword, Rapier, Scimitar, Shortsword

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
  • Scimitar (Non-Proficient) + to hit one target
    • Hit: 1d4+mod slashing.
  • Scimitar (Proficient) + to hit one target (Finesse, Light)
    • Hit: 2d4+mod slashing
  • Scimitar (Skilled) + to hit one target (Finesse, Light)
    • Hit: 3d4+mod slashing
    • (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.
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Scimitar (Expert) + to hit one target (Finesse, Light)
    • Hit: 2d6+mod slashing
    • (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.
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Scimtiar (Master) + to hit one target (Finesse, Light)
    • Hit: 3d6+mod slashing
    • Crit (19-20)
    • (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.
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Scimitar (Grand Master) + to hit on target, (Finesse, Light)
    • Hit: 2d8+mod slashing
    • Crit (18-20)
    • (B) AC Defence (+2/5) – 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.
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.

Content Updates

  • 2022-05-05 – Converted over to version 2.0 of my weapon mastery rules.
  • 2021-08-25 – Update to layout and menu.
  • 2021-03-25 – Cleaning up the layout and formatting
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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