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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Warpick

Dungeons and Dragons – Mystara

Weapons Mastery – Warpick

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

A war pick is a military one-handed melee weapon in the pick weapon group.

Weapons Mastery – Warpick

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)
Warpick Attack +Str to hit one target
Basic Hit: 1d8 +Str mod piercing (Halved)

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

(Proficient)
Warpick Attack +Str +Prof to hit one target
Basic Hit: 1d8 +Str mod piercing

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)
Warpick Attack +Str +Prof to hit one target
Basic Hit: 2d8 +Str mod piercing
Weapon AbilitiesDeflect, Disarm, Hook

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)
Warpick Attack +Str +Prof +Prof to hit one target, Thrown Range (-/15 ft)
Basic Hit: 3d8 +Str mod piercing
Weapon AbilitiesDeflect, Disarm, Hook, Range, Thrown
Weapon Options (Available to learn) – Armour-Piercing Thrust, Fearsome Accuracy, Piercing Hit, Trip

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

(Master)
Warpick Attack +Str +Prof +Prof to hit one target, Thrown Range (5/20 ft)
Basic Hit: 4d8 +Str mod piercing
Weapon AbilitiesDeflect, Disarm, Hook, Range, Thrown
Weapon Options (Available to learn) – Armour-Piercing Thrust, Fearsome Accuracy, Piercing Hit, Trip

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)
Warpick Attack +Str +Prof +Prof to hit one target, Thrown Range (10/25 ft), Crit (1 and 20)
Basic Hit: 5d8 +Str mod piercing
Weapon AbilitiesDeflect, Disarm, Hook, Range, Thrown
Weapon Options (Available to learn) – Armour-Piercing Thrust, Fearsome Accuracy, Piercing Hit, Trip

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 – Warpick

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 – 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 – 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 WeaponsHalberd, Lochaber Axe, Longsword, Morningstar, Partisan, Rapier, Shortsword, Sickle, Trident, Warpick,

Weapon Ability – Hook – As a bonus action, if you have struck an opponent with the weapon this round, you can attempt a hook attempt with opponent making Prone Saving Throw.
Prone Saving Throw – Strength vs Base DC. Failure causes the target to drop prone. Critical success causes you to drop this weapon instead.
Associated WeaponsBill, Gisarme, Halberd, Lochaber Axe, Sickle, 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 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 – 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 Options – Warpick

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 WeaponBill, Dagger, Halberd, Horned Shield, Knife Shield, Partisan, Pike, Poleaxe, Ranseur, Rapier, Spear, Spetum, Spontoon, Trident, Tusked Shield, Warpick

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 WeaponsBastard Sword, Battleaxe, Club, Dagger, Handaxe, Javelin, Light Hammer, Mace, Morningstar, Spear, Trident, Warhammer, Warpick

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 WeaponsBastard Sword, Battleaxe, Dagger, Dart, Hand Crossbow Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Longbow, Shortbow, Sickle, Spear, Trident, Warpick

Weapon Option – Trip (Attack Option) As a melee weapon attack while you are wielding this weapon, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a creature one size larger or smaller. If the attack hits, it must succeed on a Prone Saving Throw.
Prone Saning Throw – Strength vs Base DC. Failure causes the Prone condition.
Associated WeaponsGlaive, Halberd, Handaxe, Javelin, Lasso, Quarterstaff, Ranseur, Scythe, Sickle, Spear, Unarmed or Natural, Warpick

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. I also shorted the name from War Pick to Warpick to match up with how the Warhammer is named.

Weapons Mastery Version 1.0
  • Warpick Attack: (Non-Proficient) + to hit, one target
    • Hit: 1d4+mod piercing.
  • Warpick Attack: (Proficient) + to hit, one target
    • Hit: 2d4+mod piercing.
  • Warpick Attack: (Skilled) + to hit, one target
    • Hit: 3d4+mod piercing.
    • (B) Deflect (1) – DC of attack roll to avoid attack, weapon takes half the missed damage.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
    • (B) Hook (Base DC) Str save or opponent falls prone if you struck them this round.
  • Warpick Attack: (Expert)+ to hit, Thrown range (-/15), one target
    • Hit: 2d6+mod piercing.
    • (B) Deflect (1) – DC of attack roll to avoid attack, weapon takes half the missed damage.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
    • (B) Hook (Base DC) Str save or opponent falls prone if you struck them this round.
  • Warpick Attack: (Master)+ to hit, Thrown range (5/20), one target
    • Hit: 3d6+mod piercing.
    • (B) Deflect (2) – DC of attack roll to avoid attack, weapon takes half the missed damage.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
    • (B) Hook (Base DC) Str save or opponent falls prone if you struck them this round.
  • Warpick Attack: (Grand Master) + to hit, Thrown range (10/25), one target
    • Hit: 2d8+mod piercing.
    • (B) Deflect (3) – DC of attack roll to avoid attack, weapon takes half the missed damage.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
    • (B) Hook (Base DC) Str save or opponent falls prone if you struck them this round.

Content Updates

  • 2022-05-05 – Converted over to version 2.0 of my weapon mastery rules.
  • 2021-08-25 – Update to layout and menu. Changed reference from “Pick. War” to “Warpick” to be more consistent with the weapon names.
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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