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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Spontoon

Dungeons and Dragons – Mystara

Weapons Mastery – Spontoon

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.

  • 5E Stats – One Handed or Versatile Martial Weapon, Costs 20 gp and has a weight of 3 lb.
  • Weapon Options: Armour-Piercing Thrust, Grinding Halt, Phalanx, Rebuff, Unmount, Vault

Weapons Mastery – Spontoon (polearm)

  • 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

Weapon Qualities – Spontoon (polearm)

  • Base DC (+number): 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. This is sometimes increased as you gain skill with the weapon, gain the Weapon Mastery feat or the fighter archetype.
  • Charge: If the attacker can move twenty or more feet in a straight line before attacking, then a hit is treated as a critical hit.
  • Crit (range): This represents the weapon scoring a critical hit if the roll other than a 20 is still a hit. A 20 is always considered a hit and a critical hit.
  • Set: As a reaction, a wilder can set this weapon against a charging foe, receiving a free attack which if it hits, is treated as a Crit. The target must make a Strength saving throw vs Base DC or be knocked prone (also dismounted if mounted).
  • Stun: On a Crit, the target must make a Con save vs Base DC. If they fail, they are stunned for one round. No effect if they pass. If this effect is increased for longer than a round, then the target receives a save each round to remove the effect. For every 5 points they fail by, they are stunned for another round.
  • Versatile: Does more damage if wielded in two hands.

Weapon Options – Spontoon (polearm)

  • Armour-Piercing Thrust: As an action, you may pinpoint a weak point of an opponent’s armour and make a single attack with your weapon against it. This attack pierces armour, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage.
  • Grinding Halt: Whenever you must make a Strength saving throw to avoid being moved against your will, you can dig the weapon into the ground as a reaction. Roll your weapons damage and add the number rolled to the saving throw. If the effect pushing you does not have a saving throw, you move 5 feet fewer.
  • Phalanx: If you are adjacent to at least two other phalanx trained and equipped allies, your attacks attacks have advantage.
  • Rebuff: 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 5 feet of you. If the attack hits a target, you push it up to 10 feet away from you.
  • Unmount: As an action while wielding this polearm, you may make a single attack against a mounted creature. If the attack hits, the target must make a Strength saving throw. On a failure, the target is dismounted and falls prone.
  • Vault: 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.

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 enhancment changes.

Content Updates

  • 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: Horned Shield, Knife Shield, Sword Shield, Throwing Shield, Tusked Shield

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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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