Dungeons and Dragons – Mystara
Weapons Mastery – Warhammer
- Source: D&D BECMI Rules Cyclopedia (0e-rb-rc)
- Weapons Mastery
- Weapon Abilities
- Weapon Options
- Design Details
- Content Updates
A war hammer is a late medieval weapon of war primarily used for close combat action, whose design resembles the hammer. Its appearance is similar to that of an ice axe. Originating in Europe and the Middle East in response to plate armour technology, it was also introduced to South Asia by the Mughal Empire of India.
- 5E Stats – One Handed or Versatile Martial Weapon, Costs 15 gp and has a weight of 2 lb.
- Weapon Options (Available to learn) – Bruising Blow, Crushing Blow, Fearsome Accuracy, Headcrack, Ribshatter, Sundering Strike
Weapons Mastery – Warhammer
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)
Warhammer Attack +Str to hit one target
Basic Hit: 1d8 +Str mod bludgeoning (Halved)
Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks.
(Proficient)
Warhammer Attack +Str +Prof to hit one target
Basic Hit: 1d8 +Str mod bludgeoning
Weapon Abilities – 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)
Warhammer Attack +Str +Prof to hit one target
Basic Hit: 2d8 +Str mod bludgeoning
Weapon Abilities – Defensive, 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)
Warhammer Attack +Str +Prof +Prof to hit one target, Thrown Range (-/15 ft)
Basic Hit: 3d8 +Str mod bludgeoning
Weapon Abilities – Defensive, Range, Thrown, Versatile
Weapon Options (Available to learn) – Bruising Blow, Crushing Blow, Fearsome Accuracy, Headcrack, Ribshatter, Sundering Strike
Weapon Mastery Master – Your gain advantage on your attack, weapons do an extra dice of damage. Abilities and Options improve.
(Master)
Warhammer Attack +Str +Prof +Prof to hit one target, Thrown Range (5/20 ft)
Basic Hit: 4d8 +Str mod bludgeoning
Weapon Abilities – Defensive, Range, Thrown, Versatile
Weapon Options (Available to learn) – Bruising Blow, Crushing Blow, Fearsome Accuracy, Headcrack, Ribshatter, Sundering Strike
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)
Warhammer Attack +Str +Prof +Prof to hit one target, Thrown Range (10/25 ft), Crit (1 and 20)
Basic Hit: 5d8 +Str mod bludgeoning
Weapon Abilities – Defensive, Range, Thrown, Versatile
Weapon Options (Available to learn) – Bruising Blow, Crushing Blow, Fearsome Accuracy, Headcrack, Ribshatter, Sundering Strike
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 – Warhammer
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 – 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 Weapons – Bardiche, 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 – 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 – 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 Ability – Versatile – Does more damage if wielded in two hands. When using two hands upgrade the dice to the next, a d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10. I don’t believe there are versatile weapons that start at d10.
Associated Weapons – Bastard Sword, Battleaxe, Longsword, Quarterstaff, Spear, Spontoon,
Weapon Options – Warhammer
Weapon Option – 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 Weapons – Blackjack, Cestuc, Club, Greatclub, Light Hammer, Mace, Maul, Morningstar, Quarterstaff, Unarmed or Natural, Warhammer
Weapon Option – 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 Weapons –Battleaxe, Greataxe, Greatclub, Greatsword, Maul, Quarterstaff, Warhammer
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 – Headcrack (Attack Option) As an attack, you may make a ranged weapon attack with your bludgeoning weapon. If the attack hits, the target must make a Stunned Saving Throw. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Stunned Saving Throw – Constitution vs Base DC. Failure causes target to be stunned until the beginning of its next turn.
Associated Weapons – Blackjack, Bola, Light Hammer, Mace, Sling, Warhammer
Weapon Option – 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 Weapons – Cestus, Flail, Greatclub, Light Hammer, Mace, Maul, Morningstar, Unarmed or Natural, Warhammer)
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 Weapon – Greataxe, 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
- Warhammer Attack: (Non-Proficient) + to hit, one target
- Hit: 1d4+mod bludgeoning.
- Warhammer Attack: (Proficient) + to hit, Versatile, one target
- Hit (1 Hand): 2d4+mod bludgeoning.
- Hit (2 Hands): 2d6+mod bludgeoning
- Warhammer Attack: (Skilled) + to hit, Versatile, one target
- Hit (1 Hand): 3d4+mod bludgeoning.
- Hit (2 Hands): 3d6+mod bludgeoning
- (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
- Warhammer Attack: (Expert) + to hit, Thrown Range (-/15), Versatile, one target
- Hit (1 Hand): 2d6+mod bludgeoning.
- Hit (2 Hands): 2d8+mod bludgeoning
- (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
- Warhammer Attack: (Master) + to hit, Thrown Range (5/20), Versatile, one target
- Hit (1 Hand): 3d6+mod bludgeoning.
- Hit (2 Hands): 3d8+mod bludgeoning
- (B) AC Defence (+2/4) – You gain an armour class bonus, for a set number of attacks each round.
- Warhammer Attack: (Grand Master) + to hit, Thrown Range (10/25), Versatile, one target
- Hit (1 Hand): 2d8+mod bludgeoning.
- Hit (2 Hands): 2d10+mod bludgeoning
- (B) AC Defence (+2/5) – You gain an armour class bonus, for a set number of attacks each round.
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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