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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Rod

Dungeons and Dragons – Mystara

Weapons Mastery – Rod

A skilled practitioner with a rodmay use it as an implement for helping cast a spell.

  • 5E Stats – cost varies.
  • Weapon Options (Available to learn) –

Weapons Mastery – Rod

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)
Rod Attack +Attribute to hit target
Requirement – attuned to any Rod
Cantrip Hit: change energy damage to affinity (Halved)
Weapon AbilitiesCantrip, Extend

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

(Proficient)
Rod Attack +Attribute + Prof to hit target
Requirement – attuned to at least a Common Magical Rod
Cantrip Hit: change energy damage to affinity
Weapon AbilitiesAbsorb Spell, Cantrip, Magical Battery

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)
Rod Attack +Attribute +Prof to hit target
Requirement – attuned to at least a Uncommon Magical Rod
Cantrip Hit: +1 dice and change energy damage to affinity
Weapon AbilitiesAbsorb Spell, Base DC, Cantrip, Magical Battery

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)
Rod Attack +Attribute +Prof +Prof to hit target
Requirement – attuned to at least a Rare Magical Rod
Cantrip Hit: +2 dice and change energy damage to affinity
Weapon AbilitiesAbsorb Spell, Base DC, Cantrip, Magical Battery
Weapon Options (Available to learn) –

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

(Master)
Rod Attack +Attribute +Prof +Prof to hit target
Requirement – attuned to at least a Very Rare Magical Rod
Cantrip Hit: +3 dice and change energy damage to affinity
Weapon AbilitiesAbsorb Spell, Base DC, Cantrip, Magical Battery
Weapon Options (Available to learn) –

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)
Rod Attack +Attribute +Prof +Prof to hit one target, Crit (1 or 20)
Requirement – attuned to at least a Legendary Magical Rod
Cantrip Hit: +4 dice and change energy damage to affinity
Weapon AbilitiesAbsorb Spell, Base DC, Cantrip, Magical Battery
Weapon Options (Available to learn) –

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 – Rod

Weapon Ability – Absorb Spell – If your in an area of effect of a spell or its target, you can spend a reaction to attempt to absorb the spell. Make a weapon attack roll and if you beat the DC of the spell you expend charges of your magical battery up to the level of the spell cast. (Cantrips are treated as first level spells). If you succeed, and have the charges to spend, you absorb the spell without any effect on anyone else. A critical success means you can choose to allow others to be affected or not. Once the spell is absorbed, you regain a spell slot up to the level absorbed, if none have been spent, you instead heal 1d8 per level of spell absorbed.
Associated WeaponsRod

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 – Cantrip – You prepare an additional cantrip that can only be cast through the attuned magic item.
Associated WeaponsHat, Holy Symbol, Orb, Ring, Rod, Staff, Tome, Wand

Weapon Ability – Magical Battery – Casting spells through this item charges the battery, each spell of 1st level or higher adds a single charge. The item can hold one charge, and gains +1 charge capacity at Skilled and each level afterwards. You can use the charges as if they were spell slots draining one charge per level of spell. Casting in this way does not add more charges. Battery is always empty at the end of a long rest.
(Expert Secret Craft Reduction) A member of the secret crafts can spend charges to reduce their soul burn, spending a charge to reduce the cost by one. They can spend as many charges to reduce the cost as they have available.
Associated WeaponsHat, Holy Symbol, Orb, Ring, Rod, Staff, Tome, Wand

Weapon Options – Rod

Design Details

I have still to add in weapon options for magical implements.

Weapons Mastery Version 1.0

No version 1.0 of this weapon was created.

Content Updates

  • 2022-05-24 – Created at version 2.0 of my weapon mastery rules.
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

D&D 5E in Mystara

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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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