Dungeons and Dragons – Mystara
Weapons Mastery – Trident
- Source: D&D BECMI Rules Cyclopedia (0e-rb-rc)
- Weapons Mastery
- Weapon Abilities
- Weapon Options
- Design Details
- Content Updates
A trident is a three-pronged spear. It is used for spear fishing and historically as a polearm. The trident is the weapon of Poseidon, or Neptune, the God of the Sea in classical mythology.
- 5E Stats – One Handed or Versatile Martial Weapon, Costs 6 gp and has a weight of 4 lb.
- Weapon Options (Available to learn) – Armour-Piercing Thrust, Disarming Parry, Fearsome Accuracy, Grinding Halt, Phalanx, Pinning Hit, Vault
Weapons Mastery – Trident
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)
Trident Attack +Str to hit one melee or ranged target, Thrown Range (-/50 ft)
Basic Hit: 1d6 +Str mod piercing (Halved)
Weapon Abilities – Range, Thrown
Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks.
(Proficient)
Trident Attack +Str +Prof to hit one melee or ranged target, Thrown Range (20/60 ft)
Basic Hit: 1d6 +Str mod piercing
Weapon Abilities – Range, Thrown, Versatile
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)
Trident Attack +Str +Prof to hit one melee or ranged target, Thrown Range (25/70 ft)
Basic Hit: 2d6 +Str mod piercing + Skewer
Weapon Abilities – Disarm, Range, Skewer, Thrown, Versatile
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)
Trident Attack +Str +Prof +Prof to hit one melee or ranged target, Thrown Range (30/80 ft)
Basic Hit: 3d6 +Str mod piercing + Skewer
Weapon Abilities – Disarm, Range, Skewer, Thrown, Versatile
Weapon Mastery Master – Your gain advantage on your attack, weapons do an extra dice of damage. Abilities and Options improve.
(Master)
Trident Attack +Str +Prof +Prof to hit one melee or ranged target, Thrown Range (35/90 ft)
Basic Hit: 4d6 +Str mod piercing + Skewer
Weapon Abilities – Disarm, Range, Skewer, Thrown, Versatile
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)
Trident Attack +Str +Prof +Prof to hit one melee or ranged target, Thrown Range (40/100 ft), Crit (1 and 20)
Basic Hit: 5d6 +Str mod piercing + Skewer
Weapon Abilities – Disarm, Range, Skewer, Thrown, Versatile
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 – Trident
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 – Disarm – As a bonus action, if you have struck an opponent this weapon this round, you can attempt to disarm your opponent with the opponent making a Disarm Saving Throw.
Disarm Saving Throw – Dexterity vs Base DC. Failure causes item in chosen hand to be dropped in targets square. Critical success causes you to drop this weapon instead.
Associated Weapons – Halberd, Lochaber Axe, Longsword, Morningstar, Partisan, Rapier, Shortsword, Sickle, Trident, 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 – Skewer – On a Critical Hit, you can choose to leave weapon in wound causing 1d6 piercing plus any energy damage at the start of the round, and reduce the creatures movement by 5ft on its turn. Can be removed with a Strength check (Base DC) causing 1d6 slashing damage.
Associated Weapons – Spontoon, Trident,
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 – Trident
Weapon Option – Armour-Piercing Thrust (Attack Option) – As an attack, you may pinpoint a weak point of an opponent’s armour. This attack pierces armour, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage.
Associated Weapon – Bill, Dagger, Halberd, Horned Shield, Knife Shield, Partisan, Pike, Poleaxe, Ranseur, Rapier, Spear, Spetum, Spontoon, Trident, Tusked Shield, Warpick
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 Weapons – Glaive, Greataxe, Greatsword, Halberd, Ranseur, Sickle, Spetum, Trident, Whip
Weapon Option – Fearsome Accuracy (Attack Option) As an attack, you may throw your weapon at a creature at the very limit of your range. Make an attack roll against a creature exactly at you range maximum. If the attack hits, the creature takes normal damage and must make a Frightened Saving Throw. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Frightened Saving Throw – Wisdom vs Base DC. Failure has the target Frightened of you for 1 minute.
Associated Weapons – Bastard Sword, Battleaxe, Club, Dagger, Handaxe, Javelin, Light Hammer, Mace, Morningstar, Spear, Trident, Warhammer, Warpick
Weapon Option – Grinding Halt (Reaction Option) Whenever you must make a Strength saving throw to avoid being moved against your will and you fail the check, you can dig the weapon into the ground as a reaction. If your weapons Base DC equals or exceeds the DC of the saving throw you succeed. If the effect pushing you does not have a saving throw, you move 5ft fewer.
Associated Weapons – Bardiche, Bill, Glaive, Guisarme, Halberd, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spear, Spetum, Spontoon, Trident, Unarmed or Natural
Weapon Option – Phalanx (Attack Stance) If you are adjacent to at least two other phalanx trained and equipped allies, your attacks attacks have advantage, you deal an extra dice of damage and your have a +1 teamwork bonus to your Armour Class.
Associated Weapons – Bardiche, Bill, Glaive, Guisarme, Halberd, Lance, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spear, Spetum, Spontoon, Trident
Weapon Option – Pinning Hit (Attack Option) – When you make a melee or ranged attack with this weapon, you may attempt to pin a creature up to one size larger to a wall or surface by catching their clothing with the weapons edge or point. This can be used against creatures without clothing at the GM’s discretion. If you hit, the target must make a Restrained Saving Throw vs your Base DC.
Retrained Saving Throw – Strength vs your Base DC. On a failure the creature is restrained, and can use an action on their turn to make another Restrained Saving Throw to get free.
Associated Weapons – Bastard Sword, Battleaxe, Dagger, Dart, Hand Crossbow Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Longbow, Shortbow, Sickle, Spear, Trident, Warpick
Weapon Option – Vault (Action and Attack Option) You can use your weapon as an action to double the length of your long jump, allowing you to leap a number of feet up to twice your Strength score (this jump is part of your movement). If you land adjacent to a creature at the end of this jump, you can make a single attack with your weapon as part of this action.
Associated Weapons – Bardiche, Bill, Glaive, Guisarme, Halberd, Lochaber Axe, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Spear, Spetum, Spontoon, Trident
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
- Trident Attack: (Non-Proficient) + to hit, Thrown range (-/50), one target
- Hit: 1d4+mod piercing.
- Trident Attack: (Proficient) + to hit, Thrown range (20/60), Versatile, one target
- Hit (1 Hand): 2d4+mod piercing.
- Hit (2 Hands): 2d6+mod piercing
- Trident Attack: (Skilled) + to hit, Thrown range (25/70), Versatile, one target
- Hit (1 Hand): 3d4+mod piercing.
- Hit (2 Hands): 3d6+mod piercing
- Crit: Skewer – Leave trident in wound with Str check vs (Base DC) to remove.
- Trident Attack: (Expert) + to hit, Thrown range (30/80), Versatile, one target
- Hit (1 Hand): 2d6+mod piercing.
- Hit (2 Hands): 2d8+mod piercing
- Crit: Skewer – Leave trident in wound with Str check vs (Base DC+1) to remove.
- Trident Attack: (Master) + to hit, Thrown range (35/90), Versatile, one target
- Hit (1 Hand): 3d6+mod piercing.
- Hit (2 Hands): 3d8+mod piercing
- Crit: Skewer – Leave trident in wound with Str check vs (Base DC+2) to remove.
- (Trident Attack: Grand Master) + to hit, Thrown range (40/100), Versatile, one target
- Hit (1 Hand): 2d8+mod piercing.
- Hit (2 Hands): 2d10+mod piercing
- Crit: Skewer – Leave trident in wound with Str check vs (Base DC+3) to remove.
Content Updates
- 2022-05-05 – Converted over to version 2.0 of my weapon mastery rules.
- 2021-08-25 – Update to the 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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