Wrath of the Immortals Weapon Mastery

Dungeons and Dragons 5th Edition

Weapons Mastery

Wrath of the Immortals BECMI converted to 5th Edition

Weapons Mastery is a special rules expansion that comes from Original Dungeons and Dragons and was not part of the AD&D or D&D 3rd edition. It comes from the Mystara setting and I have converted it across to 5th Edition for my players.

What is Weapons Mastery? – Weapon mastery increases the skilled use of weapons above those of ordinary people

In my campaign I have characters starting out with Proficiency in weapons as indicated in their class. This is a good baseline for characters and provides the basics to the campaign. There are two ways to gain weapons mastery. The first is with character levels as part of gaining a level, and the second is with downtime.

Then if your a fighter you gain 4 weapon proficiencies at level 1, a barbarian, paladin or ranger gains 2 proficiencies, and all characters gain an extra proficiency for every three class levels they gain.

Each proficiency can be used to upgrade your knowledge with one weapon. There are currently 58 weapons detailed for my players to use.

Weapons Mastery Overview (2019-06-25) walks through what is weapons mastery and how it all works, with Downtime for Weapons Mastery showing players how to expand their weapons mastery in the game beyond what they get every level. Lastly the secret craft of the Weaponologist is an advanced version of using weapons mastery.

Levels of Training

Characters start at non-proficient and gain training from Class and Race, and with every three full character (not class) levels. You can also gain weapons mastery through downtime activities, but cannot exceed your Tier’s training limits unless it is part of the Weapons Master Fighter Archetype.

Levels of training are non-proficient, proficient, skilled, expert, master and grand master.

  • Basic or Tier 1 (Levels 1-5) can increase to Skilled Level
  • Expert or Tier 2 (Levels 6-10) can increase to Expert Level
  • Companion or Tier 3 (Levels 11-15) can increase to Master Level
  • Master or Tier 4 (Levels 16-20) can increase to Grand Master Level

See downtime for weapons mastery learning times and costs.

Weapons by Type

Starting Proficiencies

Racial Options

Racial: Racial proficiency enhance class proficiency.

  • Animalistic: Gain proficiency with two weapons of significance of your choice. If you have proficiency with these weapons, they are upgrades skilled level.
  • Dragonborn: Gains proficiency with two weapons of significance of your choice. If you have proficiency with these weapons, they are upgrades skilled level.
  • Dwarf: Gains proficiency with five weapons of significance of your choice. If you have proficiency with these weapons, they are upgraded to skilled.
    • Standard Weapons: Battleaxe, handaxe, throwing hammer and warhammer
  • Elf: Gain proficiency with five weapons of significance of your choice. If you have proficiency with these weapons, they are upgrades skilled level.
    • -> (High/Wood): Gains proficiency with Longsword, shortsword, shortbow and longbow. If you already have proficiency with these items, they are then upgraded to skilled.
    • -> (Drow): Gains proficiency with Rapier, shortsword, hand crossbow. If you already have proficiency with these items, they are then upgraded to skilled.
  • Genasi: Gains proficiency with five weapons of significance of your choice. If you have proficiency with these weapons, they are upgrades skilled level.
  • Gnomes: Gains proficiency with two weapons of significance of your choice. If you have proficiency with these weapons, they are upgrades skilled level.
  • Halfling: Gains proficiency with two weapons of significance of your choice. If you have proficiency with these weapons, they are upgrades skilled level.
    • Standard Weapons: Sling
  • Humans: Gains proficiency with one weapons of significance of your choice. If you have proficiency with this weapon, they are upgrades skilled level.
Class Options

Class: Class proficiency start with proficient except where noted, and if you multi-class they provide the best option. Exceptions are the bonus weapons at skilled for Barbarian, Fighter, Paladin and Ranger. These proficiency can be enhanced with racial proficiency. Characters gain a extra proficiency they can train to learn every 3 class levels (not character levels).

  • Barbarian: Gains proficiency with Simple and Martial weapons
    • 2 weapons begin at Skilled level.
  • Bard: Gains proficiency Simple Weapons and four martial weapons of your choice.
    • Standard: hand crossbows, longsword, rapiers and shortsword.
  • Cleric: Gains proficiency with Simple Weapons. Gains a proficiency upgrade in their gods (or pantheon’s) symbolic weapon.
  • Druid: Gains proficiency with ten simple weapons and three martial weapon of your choice.
    • Standard: Blowguns, (1H and 2H), Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, Scythes, sickles, slings, and spears.
  • Fighter: Gains proficiency with Simple and Martial Weapons
    • 4 weapons begin at Skilled level.
  • Monk: Gains proficiency with Simple Weapons and Shortsword.
  • Paladin: Gains proficiency with Simple and Martial Weapons
    • 2 weapons begin at Skilled level.
  • Ranger: Gains proficiency with Simple and Martial Weapons
    • 2 weapons begin at Skilled level.
  • Rogue: Gain proficiency with Simple Weapons and four martial weapons of your choice.
    • Standard: hand crossbow, longsword, rapier and shortsword.
  • Sorcerer: Gains proficiency with five simple weapons of your choice.
    • Standard: Daggers, Darts, Slings, quarterstaffs and light crossbow.
  • Warlock: Gains proficiency with Simple Weapons.
  • Wizard: Gains proficiency with five simple weapons of your choice.
    • Standard: Daggers, darts, slings, quarterstaff and light crossbow.

Weapons for Weapons Mastery

Simple Weapons

1 Hand or Versatile: Blackjack (or Sap) (2020-03-28), Cestus (2020-03-21), Club (or torch) (2020-03-14), Dagger (2020-01-18), Hammer, Light (2020-03-07), Handaxe (or Tomahawk) (2020-02-29), Javelin (2020-02-22), Lasso (2020-02-15), Mace (2020-02-08), Quarterstaff (2020-01-04), Sickle (2020-02-01), Spear (2020-01-25), Unarmed (2020-01-11)

2 Handed: Greatclub (2020-04-04), Scythe (tba)

Ranged: Bola (2020-04-11), Dart (2020-04-25), Light Crossbow (2020-04-18), Shortbow (2020-06-25), Sling (2020-06-26)

Martial Weapons

1 Hand or Versatile: Bastard Sword (2020-06-27), Battleaxe (2020-06-24), Flail (2020-09-29), Lance (2020-09-29), Longsword (2020-09-29), Morningstar (2020-09-26), Rapier (2020-09-29), Scimitar (2020-09-29), Shortsword (2020-09-29), Spontoon (Polearm) (2020-09-30), Trident (2020-09-29), Warhammer (2020-09-29), Warpick (2020-09-29), Whip (2020-09-29)

Ranged: Blowgun, One Handed (2020-09-28), Blowgun, Two Handed (2020-09-28), Crossbow, Hand (2020-09-28), Crossbow, Heavy (2020-09-28), Longbow (2020-09-26), Net (2020-09-28)

2 Handed: Bardiche (polearm) (2020-09-26), Bill (polearm) (2020-09-30), Glaive (polearm) (2020-09-30), Greataxe (2020-09-29), Greatsword (2020-09-29), Guisarme (polearm) (2020-09-30), Halberd (polearm) (2020-09-30), Lochaber Axe (polearm) (2020-09-30), Maul (2020-09-29), Partisan (polearm) (2020-09-30), Pike (polearm) (2020-09-30), Poleaxe (polearm) (2020-09-30), Ranseur (polearm) (2020-09-30), Septum (polearm) (2020-09-30), Voulge (polearm) (2020-09-30)

Shield: Horned (2020-09-26), Knife (2020-09-28), Sword (2020-09-28), Tusked (2020-09-28)

Standard 5E Weapon Qualities

  • Ammunition. You can use a weapon that has the ammunition properly lo make a ranged attack only if you have ammunition lo fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack.
  • Awkward. You have disadvantage within this range when attacking with the weapon.
  • Heavy: Attacks are at disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a non-proficient creature to use effectively.
  • Mounted: Designed to be used while mounted with one hand without the awkward condition, and when on foot requires two hands and gains the awkward condition.
  • Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make per round
  • Range or Thrown: a weapon that can be thrown or fired always attack with disadvantage. (Light Crossbow is the exception)
  • Two-Handed: This weapon requires two hands to use. Attacks are at disadvantage.

Once you gain any level of proficiency from skilled you can use the following abilities.

  • Ammunition (additional effects). At the end of the battle, you can recover half your expended ammunition by taking a minute lo search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
  • Finesse: You can choose to use Strength or Dexterity with your attack. You also apply the same attribute to the damage.
  • Heavy (additional effects): Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
  • Light: Can be used with Two Weapon Fighting.
  • Range (additional effects): 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 rolI.Voucan’t attack a target beyond the weapon’s long range.
  • Reach: This weapon adds the listed distance to your reach when you attack with it.
  • Special: A weapon with the special property has unusual rules governing its use, explained in the weapon’s description.
  • Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. 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.
  • Two-Handed: This weapon requires two hands to use.
  • Two-Weapon Fighting: As a bonus action you can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Versatile: Does more damage if wielded in two hands.

All New Weapon Qualities

Once you gain any level of proficiency from skilled you can use the following abilities.

This is a list of all weapon qualities available to the players in my games so far.

  • AC Defence (+ AC bonus/number of attacks): If you spend your bonus action this round on this quality you gain a bonus for your armour class for the next indicated number of attacks.
  • 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.
  • Base Poison: Inflict set damage on each round with a Base DC to avoid the effect and reduce the stage. Stage 1 – 1 dice, Stage 2 – 2 dice, Stage 3 – 3 dice, Stage 4 – 4 dice and Stage 5 – 4 dice.
  • Break: This weapon is fragile. If the attack roll to hit a target or be hit by an opponent is a critical miss, then the weapon will break.
  • 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.
  • Deflect (number of attacks): If you spend your bonus action this round on this quality, you can attempt to deflect several attacks per round. This can be used to deflect melee or ranged attacks with a base of ability mod for weapon using the attack roll as DC. Failure to deflect an attack still uses the ability. On a successful deflect you weapon takes half the damage you deflected.
  • Delay: On a Crit, the target must make a Con save vs Base DC. If they fail, they are stunned until the start of their turn, on a critical fumble they are stunned until their next turn.
  • 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 Dex save vs Base DC. If they roll a natural 20, you are disarmed instead.
  • Entangle: A creature up to one size larger is restrained. A creature may make an action to perform a Base DC Strength check to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the weapon. When you attack with this weapon it is the only attack you can make in the round.
  • Extra Attack: As a bonus action, an attack can be done with this weapon if you have already attacked with another one-handed weapon this round. The attack, unlike usual two weapon fighting, adds the ability bonus to damage if striking the same target. Otherwise this is treated as a Light weapon.
  • Extra Missile (Number of extra missiles): Some ranged weapon allow you to add an extra missile at the same target as a free action. When attacking you can add a number of extra missiles to the attack at -1 per extra missile. Each extra missile that hits adds +1 dice to the total damage but counts as one attack for damage reduction.
  • Hook: As a bonus action, if you have struck an opponent with this weapon this round, you can attempt a hook attempt with opponent making Strength vs Base DC or fall prone. If they roll a natural 20, you are disarmed instead.
  • Knockout: On a Crit, the target must make a Con save vs Base DC. If they fail, they are unconscious 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 unconscious for another round.
  • 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).
  • Skewer – Can choose to leave weapon in wound causing 1d6 piercing damage at the start of the round. Can be removed with a Strength check (Base DC) causing 1d6 slashing damage.
  • Strangle: On a Crit, this weapon causes the target to become paralysed and stops the targets ability to breathe (if it does not breathe no effect) and follows rules for suffocation. Con save vs Base DC to avoid the effect.
  • 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.

All Weapon Options

Once you gain any level of proficiency from skilled you can learn to use the following abilities. Once learned it can be applied to any weapon your at least skilled in.

  • Scorpion Venom
  • Serrated Twist
  • Shield Snare
  • Short Draw
  • Shrapnel Shot
  • Snare
  • Staggering Shot
  • Sunder Joints
  • Sundering Strike
  • Trick Shot
  • Trip
  • Underdog Strike
  • Unmount
  • Vault
  • Wing-Wrapping Attack
  • Wooziness Tonic

This is a list of all the weapon options available to the players in my game so far.

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. (Bill, Dagger, Halberd, Horned Shield, Knife Shield, Partisan, Pike, Poleaxe, Ranseur, Rapier, Spear, Spetum, Spontoon, Trident, Tusked Shield, Warpick)

Arcing Slash: When you attack with this bladed weapon, you may choose to target two creatures within your reach with a single attack. This attack uses the same attack roll for both targets and deals slashing damage equal to half your normal damage to each target. (Bardiche, Bastard Sword, Battleaxe, Bill, Glaive, Greataxe, Greatsword, Guisarme, Halberd, Lochaber Axe, Longsword, Poleaxe, Scimitar, Sword Shield)

Blackjack. Make a single attack roll with your weapon against a humanoid target. If the attack hits, it does no damage, but the target must make a Constitution saving throw (vs Base DC) or be stunned until the beginning of its next turn. (Blackjack, Cestus, Club, Light Hammer, Mace, Quarterstaff, Unarmed)

Blinding Binds: Instead of restraining your foe, you may instead wrap the thick cords of your weapon around a single creature’s head. A Large or smaller creature hit by the weapon when you use this maneuver is blinded but is not restrained, until the weapon is removed. (Bola, Lasso, Net, Whip)

Bloody Wound: When you hit a creature with a curved blade, you can choose to make a superficial but bloody wound. The attack deals no damage, but the target takes 1d6 bleed damage at the beginning of each of its turns until it makes a Base DC Wisdom (Medicine) check as an action to stop the bleeding or until it receives magical healing. A creature can have only one bloody wound at a time. (Scimitar, Sickle)

Blunted Bash: Instead of dealing piercing or slashing damage, you can choose to deal bludgeoning damage by striking the target with another part of the weapon. This attack’s damage die is one size smaller than normal. (Battleaxe, Dagger, Handaxe, Spear)

Bruising Blow: As an action, make a single attack roll with your weapon against a living creature. If the attack hits, it deals normal weapon damage and the target must make a Constitution saving throw (against your Base DC). On a failure, the target does not add its Dexterity modifier to its AC until the end of your next turn or until it is treated with a successful Base DC Wisdom (Medicine) check. (Blackjack, Cestuc, Club, Greatclub, Light Hammer, Mace, Maul, Morningstar, Quarterstaff, Unarmed, Warhammer)

Bullwhip: As part of your attack action, make a weapon attack against a beast or a creature with an Intelligence score of 2 or lower. The target must make a Wisdom saving throw or be frightened of you until the end of its next turn. (Lasso, Whip)

Chain Garotte. While wielding this weapon, you may attempt to grapple a creature by looping the chain of your weapon around its neck. While grappled in this way, the creature cannot speak, cannot breathe, and has disadvantage on attack rolls against you. If you surprised the creature with this grapple, it cannot hold its breath and immediately begins suffocating. Creatures that you cannot grapple or do not need to breathe are unaffected by this manoeuvre. (Flail)

Charge – If you move at least 20 feet straight toward a creature before hitting it with this weapons attack, the target takes an extra 1d12 piercing damage and must make a Strength saving throw. On a failure, the target falls prone. (Lance)

Chuul Ichor: A creature hit by a weapon coated with this poison must make a Base DC Constitution saving throw. On a failure, it is paralyzed until the beginning of its next turn.(Expert in Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow)

Close Quarters Combat: When you successfully grapple a creature or escape a grapple, you may make a single attack with this weapon as a bonus action. Additionally, whenever a creature fails to escape a grapple with you, you may make a single attack with this weapon as a reaction. (Expert in Dagger, Handaxe, Horned Shield, Knife Shield, Light Hammer, Mace, Scimitar, Shortsword, Sword Shield, Tusked Shield, Unarmed)

Concealed Weapon: You can make a Dexterity (Sleight of Hand) check opposed by active or passive Wisdom (Perception) check to conceal this weapon. As an action you can attack with a concealed weapon gaining advantage. (Expert in Blackjack, Dagger, Dart, Hand Crossbow)

Crushing Blow. As an action, you can make a single attack roll with your two handed weapon against an armoured or naturally armoured creature within 5 feet of you. If the attack hits, the target’s AC is permanently reduced by 1 until its armour is repaired, but 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. (Battleaxe, Greataxe, Greatclub, Greatsword, Maul, Quarterstaff, Warhammer)

Dazing Blow. As an action, you may make a single ranged weapon attack with this weapon. If the attack hits, the target must make a Constitution saving throw (vs Base DC) or be incapacitated until the end of its next turn. (Club, Light Hammer, Mace, Maul, Morningstar)

Deathtoad Toxin: A creature hit by a dart coated with this poison must make a Base DC Constitution saving throw. On a failure, it takes +1 dice of poison damage. (Expert in Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow)

  • Disarming Parry: When a creature attacks you with a weapon, you may use your reaction to catch their weapon in yours and disarm them. Make an attack roll with your weapon. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon. (Glaive, Greataxe, Greatsword, Halberd, Ranseur, Sickle, Spetum, Trident, Whip)

Distracting Shot: As an action, make a single attack with your ranged weapon. You intentionally miss your target but give an ally the chance to attack while it is distracted. The next attack roll against the target has advantage if it is made before the beginning of the target’s next turn. (Expert in Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling)

  • Fearsome Accuracy. 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 Wisdom saving throw (against your Base DC). On a failure, the creature becomes frightened of you for 1 minute. (Bastard Sword, Battleaxe, Club, Dagger, Handaxe, Javelin, Light Hammer, Mace, Morningstar, Spear, Trident, Warhammer, Warpick)
  • 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. (Bardiche, Bill, Glaive, Guisarme, Halberd, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spear, Spetum, Spontoon, Trident, Unarmed)
  • Headcrack. As an action, you may make a single ranged weapon attack with your bludgeoning weapon. If the attack hits, the target must make a Constitution saving throw or be stunned until the beginning of its next turn. (Bola, Light Hammer, Mace, Sling, Warhammer)
  • Hidden Poniard: If the poniard is still concealed within your weapon, you may make a Dexterity (Sleight of Hand) check opposed by a target creature’s Wisdom (Perception) check. If you win this contest, you may make a single attack roll with the concealed poniard against that target. This attack has advantage. (Longsword, Scimitar, Shortsword)
  • Hurling Impact. As an action, you can make a single attack roll with your weapon against a Medium or smaller target. If the attack hits, it does normal weapon damage and the target must make a Strength saving throw (against your base DC). On a failure, the target is pushed up to 5 feet away from you. On a critical hit, this attack does 2d8 extra damage and the weapon breaks. (Greataxe, Greatclub, Greatsword, Maul, Unarmed)
  • Improvised Clobber. If you are using an improvised weapon that counts as a club, you may choose to strike with such force that your weapon breaks. As an action, make a single club attack. On a hit, this attack is an automatic critical hit and your improvised club breaks. (Club)
  • Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your bladed weapon. You have advantage on this roll if you are wielding your bladed weapon with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses. (Bastard Sword, Dagger, Greatsword, Longsword, Rapier, Scimitar, Shortsword, Sword Shield)
  • Main Gauche: While wielding both a bladed weapon and a light bladed weapon, you may use a reaction after being attacked to roll a d4 and add the result to your Armour Class until the end of the attacker’s turn. (Bastard Sword, Dagger, Knife Shield, Longsword, Rapier, Scimitar, Shortsword, Sickle, Sword Shield)

Patient Shot. You carefully align your ranged weapons sites over your target. As an action in a turn that you have not moved, you may make a single ranged attack with advantage. (Expert in Blowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling)

  • Phalanx: If you are adjacent to at least two other phalanx trained and equipped allies, your attacks attacks have advantage. (Bardiche, Bill, Glaive, Guisarme, Halberd, Lance, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spear, Spetum, Spontoon, Trident)

Pinning Hit: 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 Strength saving throw vs your Base DC. On a failure the creature is reduced to zero movement and can use an action on their turn to make another Strength saving throw. (Expert in Bastard Sword, Battleaxe, Dagger, Hand Crossbow Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Longbow, Shortbow, Sickle, Spear, Trident, Warpick)

  • Power Shot. When you make an attack with a ranged weapon, you may take a penalty on your attack roll equal to your Strength modifier. This penalty must be applied before the roll is made. If the attack hits, it deals additional damage equal to twice your Strength modifier. If the attack roll is a critical fumble your weapon is broken. (Longbow, Shortbow)
  • 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. (Bardiche, Bill, Glaive, Guisarme, Halberd, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spetum, Spontoon)

Rapid Shot: You rapidly reload your weapon with loading, throwing off your aim but allowing you to make an additional attack this turn. As a bonus action, you may reload your hand crossbow and make an attack with it against a target within 30 feet. This attack has disadvantage. (Expert in Hand Crossbow, Light Crossbow)

  • Repel Charge – As an action, you can set your weapon against a charge. If a creature moves at least 20 feet straight toward you and attacks you, you may use your reaction to make an attack with your lance. If this attack hits, it is an automatic critical hit and the target must make a Strength saving throw. On a failure, it falls prone and falls off its mount if it is mounted. (Lance)
  • Ribshatter: Make a single attack roll with your weapon against a humanoid target. This attack does normal weapon damage and the target must make a Constitution saving throw (against Base DC). On a failure, it is stunned until the beginning of its next turn. If the damage you dealt was greater than the creature’s maximum hit dice, it is stunned until the end of its next turn. (Cestus, Flail, Greatclub, Light Hammer, Mace, Maul, Morningstar, Unarmed, Warhammer)

Scorpion Venom: A creature subjected to this poison must make a Base DC Constitution saving throw at the beginning of each of its turns, taking 24 (7d6) poison damage on a failed saving throw, or half as much on a successful one. This poison lasts until the target succeeds on three saving throws or is magically cured. (Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow)

  • Serrated Twist: When you deal damage to a living creature with this weapon (not including damage from the Bloody Wound maneuver), you may twist the serrated blade as a bonus action. The creature must make a Constitution saving throw or take 2d4 slashing damage. (Scimitar, Sickle)
  • Shield Snare. As an action while wielding this weapon, you may make a single attack roll against a target carrying a shield or a similar defensive tool. This attack ignores any bonus to AC granted by the shield and deals normal weapon damage. If the attack hits, the target must also make a Strength saving throw. On a failure, its shield is pulled from its grip and lands at its feet. (Flail, Net, Sickle, Whip)
  • Short Draw. As an attack, you may draw a sheathed one-handed blade and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action. (Bastard Sword, Dagger, Longsword, Rapier, Scimitar, Shortsword)
  • Shrapnel Shot. As an action, make a single attack with your ranged weapon against an unattended object. The attack deals double damage to the target. If the object is destroyed, it explodes into a cloud of shrapnel. Choose one of the following options: (Light Crossbow, Longbow, Shortbow, Sling)
    • Creatures within 5 feet of the object must make a Dexterity saving throw, taking 1d6 piercing damage on a failure.
    • A creature adjacent to the object must make a Constitution saving throw. On a failure, the creature is blinded until the beginning of your next turn.
  • Snare: As part of your attack action, you may snap your weapon around a creature or its weapon. If you target the weapon, the creature must make a Strength saving throw (vs Base DC) or drop its weapon at its feet. If you target the creature, it must make a Strength saving throw or be restrained. It may repeat this saving throw at the end of each of its turns. You cannot make weapon attacks until the restrained condition is ended. (Lasso, Net, Whip)
  • Staggering Shot. As an action while wielding a ranged weapon, you may make a single ranged weapon attack. If this attack hits, the enemy takes full weapon damage and must make a Constitution saving throw (vs Base DC). On a failure, the target’s speed is reduced to 0 until the end of its next turn. (Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling)
  • Sunder Joints. When you make a melee weapon attack with this weapon against a creature in medium or heavy armour, you may choose to damage the joints of their armour instead of dealing damage to the creature. If the attack hits, the creature’s movement is reduced by 10 feet until the end of their next turn. This reduction is not cumulative. (Cestus, Club, Flail, Greatclub, Horned Shield, Light Hammer, Mace, Maul, Morningstar, Quarterstaff, Unarmed)
  • Sundering Strike: 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. (Greataxe, Greatsword, Maul, Warhammer)
  • Trick Shot. As an action, make a single stylish bow attack with disadvantage. If the lower roll would also hit the target, you automatically score a critical hit. (Longbow, Shortbow)
  • Trip. 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 Large or smaller creature. If the attack hits, it must succeed on a Strength saving throw (against Base DC) or fall prone. (Glaive, Halberd, Handaxe, Javelin, Lasso, Quarterstaff, Ranseur, Sickle, Spear, Unarmed, Warpick)
  • Underdog Strike. As an action, you may make a single ranged weapon attack with your bludgeoning attack against a creature at least 1 size category larger than you. This attack deals normal weapon damage, and an extra 1d4 bludgeoning damage per size category difference. (Sling)
  • 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. (Bardiche, Bill, Glaive, Guisarme, Halberd, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spear, Spetum, Spontoon)
  • 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. (Bardiche, Bill, Glaive, Guisarme, Halberd, Lochaber Axe, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Spear, Spectum, Spontoon, Trident)
  • Wing-Wrapping Attack: Instead of restraining a flying creature, you may entangle its wings in your weapon. A Huge or smaller winged creature hit by the weapon when you use this maneuver has its fly speed reduced to 0 (but is not restrained) until the weapon is removed. (Bola, Lasso, Net, Whip)

Wooziness Tonic: A creature hit by a dart coated with this poison must make a Base DC Constitution saving throw. On a failure, it is poisoned until the end of its next turn. (Expert in Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow)

Design Details

Here are the first draft of the weapons before migrating to the blog and updating them again.

Simple One Handed Simple Weapons
D&D 5E Simple One Handed Simple Weapons
Two handed Simple Weapons
D&D 5E Two Handed Simple Weapons
Ranged Simple Weapons
D&D 5E Ranged Simple Weapons
Weapons Mastery Martial 1H
D&D 5E One Handed Martial Weapons
DnD Martial Two Handed Weapons
5E D&D Martial Two Handed
Martial Ranged
5E D&D Martial Ranged
DND Martial Shields for WM
D&D 5E Martial Shields

Content Updates

  • 2021-10-07 – Converting weapon options over tyo reusable blocks for use with character builds.
  • 2021-08-25 – Added Charge and Repel Charge weapon options.
  • 2020-12-20 – Layout cleanup.
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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B5, d20 System, Pathfinder, SW

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