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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Spontoon

Dungeons and Dragons – Mystara

Weapons Mastery – Spontoon

0e-rb-rc D&D BECMI Rules Cyclopedia
0e-rb-rc – D&D BECMI Rules Cyclopedia
Spontoon (Polearm)
Sponoon (Polearm)

A spontoon, sometimes known by the variant spelling espontoon or as a half-pike, is a type of European polearm that came into being alongside the pike.

Weapons Mastery – Spontoon (polearm)

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)
Spontoon 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)
Spontoon Attack +Str +Prof to hit one target
Basic Hit: 1d8 +Str mod piercing
Weapon AbilitiesCharge, Set, 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)
Spontoon Attack +Str +Prof to hit one target
Basic Hit: 2d8 +Str mod piercing + Skewer or Stun
Weapon AbilitiesCharge, Set, Skewer, Stun, 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)
Spontoon Attack +Str +Prof +Prof to hit one target, Crit (19-20)
Basic Hit: 3d8 +Str mod piercing + Stun or Skewer
Weapon AbilitiesCharge, Set, Skewer, Stun, Versatile

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

(Master)
Spontoon Attack +Str +Prof +Prof to hit one target, Crit (19-20)
Basic Hit: 4d8 +Str mod piercing + Stun or Skewer
Weapon AbilitiesCharge, Set, Skewer, Stun, 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)
Spontoon Attack +Str +Prof +Prof to hit one target, Crit (1-2 and 19-20)
Basic Hit: 5d8 +Str mod piercing + Stun or Skewer
Weapon AbilitiesCharge, Set, Skewer, Stun, 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 Qualities – Spontoon (polearm)

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 – Charge – If the attacker can move twenty or more feet in a straight line before attacking, then a hit deals an additional dice of damage.
Associated WeaponsBardiche, Bill, Glaive, Guisarme, Halberd, Lance, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spetum, Spontoon, Voulge,

Weapon Ability – Set – As a reaction, a wilder can set this weapon against a charging foe, receiving a free attack which if it hits, is granted an extra dice of damage. The target must also make a Strength saving throw vs Base DC or be knocked prone (also dismounted if mounted).
Associated WeaponsBardiche, Bill, Glaive, Guisarme, Halberd, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spear, Spetum, Spontoon, Voulge,

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 WeaponsSpontoon, Trident,

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 – 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 WeaponsBastard Sword, Battleaxe, Longsword, Quarterstaff, Spear, Spontoon,

Weapon Options – Spontoon (polearm)

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 – 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 WeaponsBardiche, 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 WeaponsBardiche, Bill, Glaive, Guisarme, Halberd, Lance, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spear, Spetum, Spontoon, Trident

Rebuff (Attack Option) As an attack while you are wielding a polearm, you may use the haft of your weapon to rebuff up to two adjacent creatures. Make a single attack roll against one or two adjacent creatures within 5ft of you. If the attack hits either target, you push it up to 10ft away from you.
Associated WeaponsBardiche, Bill, Glaive, Guisarme, Halberd, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spetum, Spontoon

Weapon Option – Unmount (Attack Option) As an attack while wielding this polearm, you may make a melee attack against a mounted creature. If the attack hits, the target must make a Prone Saving Throw.
Prone Saving Throw – Strength vs Base DC. On a failure, the target is dismounted and falls prone.
Associated WeaponsBardiche, Bill, Glaive, Guisarme, Halberd, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spear, Spetum, Spontoon

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 WeaponsBardiche, 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
  • Spontoon Attack: (Non-Proficient) + to hit, one target
    • Hit (2 Hands): 1d4+mod piercing.
  • Spontoon Attack: (Proficient) + to hit, Charge, Set, Versatile, one target
    • Hit (1 Hand): 2d4+mod piercing + Charge
    • Hit (2 Hands): 2d6+mod piercing + Charge
    • (F) Charge – If you move 20 ft in a straight line before attacking all hits are treated as a Crit
    • (R) Set – Get a free attack against a charging foe, if it hits, score double damage
  • Spontoon Attack: (Skilled) + to hit, Charge, Set, Versatile, one target
    • Hit (1 Hand): 3d4+mod piercing + Charge
    • Hit (2 Hands): 3d6+mod piercing + Charge
    • Crit: Stun (Base DC) – Con save or stunned for 1 round, plus another round for every 5 points they fail by.
    • (F) Charge – If you move 20 ft in a straight line before attacking all hits are treated as a Crit
    • (R) Set – Get a free attack against a charging foe, if it hits, score double damage
  • Spontoon Attack: (Expert) + to hit, Charge, Crit (19-20), Set, Versatile, one target
    • Hit (1 Hand): 2d6+mod piercing + Charge
    • Hit (2 Hands): 2d8+mod piercing + Charge
    • Crit (19-20): Stun (Base DC) – Con save or stunned for 1 round, plus another round for every 5 points they fail by.
    • (F) Charge – If you move 20 ft in a straight line before attacking all hits are treated as a Crit
    • (R) Set – Get a free attack against a charging foe, if it hits, score double damage
  • Spontoon Attack: (Master) + to hit, Charge, Crit (18-20), Set, Versatile, one target
    • Hit (1 Hand): 3d6+mod piercing + Charge
    • Hit (2 Hands): 3d8+mod piercing + Charge
    • Crit (18-20): Stun (Base DC) – Con save or stunned for 1 round, plus another round for every 5 points they fail by.
    • (F) Charge – If you move 20 ft in a straight line before attacking all hits are treated as a Crit
    • (R) Set – Get a free attack against a charging foe, if it hits, score double damage
  • Spontoon Attack: (Grand Master) + to hit, Charge, Crit (18-20), Set, Versatile, one target
    • Hit (1 Hand): 2d8+mod piercing + Charge
    • Hit (2 Hands): 2d10+mod piercing + Charge
    • Crit (18-20): Stun (Base DC) – Con save or stunned for 1 round, plus another round for every 5 points they fail by.
    • (F) Charge – If you move 20 ft in a straight line before attacking all hits are treated as a Crit
    • (R) Set – Get a free attack against a charging foe, if it hits, score double 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.
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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