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Weapon Masteries

Weapon List/PropertyMastery NameEffect
Bolster PropertyHold the line-Readied attacks allow you to use the multiattack action instead of just one attack.
- When a creature triggers a readied attack with a weapon that you bolstered on a prior turn, you deal an additional weapon damage dice and that creatures movement is reduced to 0ft until the start of its next turn.
Breach or sunder propertiesInverted protection- Whenever you hit a creature with a damage reduction that you would ignore, you deal it as bonus weapon damage to the target.
- Your melee attacks ignore 1/2 cover
- The first attack you hit against a creature benefitting from cover deals an additional pb weapon damage
Brutal PropertyBrutal ShardsWhen you deal damage from the brutal trait, it is dealt as bleed damage
Bypass or disarming propertyStrip DefenseAs an attack on your turn, you may target a creatures shield. Doing so causes an apposed disarm check at advantage. On success you may fling the shield up to pb * 5 feet away from target.
- You cannot be at disadvantage when making disarm checks, but you can still gain it to counteract sources of advantage
Cleave PropertyBloodthirsty Cleave- Creatures no longer have to be within 5ft of the initial creature to be targeted by the cleave property
- When you kill a creature, the cleave property deals the bonus damage to 2 additional creatures in range as apposed to only 1.
Flurry PropertySteel CloudWhen you make your attacks with a flurry weapon as a bonus action, you may make an additional one as a free action.
Grappling PropertyClosing JawsWhen you have a creature grappled with a weapon, you may expend your attacks to damage a grappled creature, you do not need to make attack rolls, and the damage is a roll of the weapons damage dice
Light PropertySwift Footed- Each time you make an attack with a light weapon, you may immediately move 5 ft.
- If you are wielding a light weapon and attempt to escape being grappled or restrained, you gain advantage
Loading PropertyOverwhelming Force- If you hit a creature with a ranged attack within 5ft, the attack deals double the weapon damage dice.
- You may now use an attack or bonus action to 'reload' the weapon after the first shot, potentially allowing an additional shot.
- Handling Siege Weapons with "Actions" to prep the weapon (Ready, Aim, Load) Instead consume an attack (If you have the multiattack Feature) or Bonus action
Parry propertyGreater Deflection- You may now take the Parry reaction when targeted by ranged attacks.
- You also may parry spell attacks regardless of if they are melee or ranged
Reach PropertySlashing reach- Add a d4 to melee weapon attack rolls made against targets not within 5 ft of you
- Once per turn you may replace an attack to sweep your weapon around your reach, all creatures within the "ring" of your furthest reach extension (10ft reach, doesn't hit creatures within 5ft) All creatures in this ring must make a dex save dc (10+pb) vs the weapons damage dice
Shoving PropertyConcussive Blow-You can move creatures twice the normal distance with your shove attacks
-Once per turn, upon hitting a creature with a melee attack, you can attempt to shove the creature as a free action.
Thrown Property + BattleaxeLodge-Battleaxes gain the thrown 30/90 property for you
-Upon hitting a creature with a thrown weapon the weapon becomes "lodged" in them. You may remove it as a bonus action dealing two rolls of the weapon damage dice.
Versatile PropertyFluid Strikes- If all attack you made this turn were with one hand, you may add d4 to the ac provided through the parry property.
- Whenever you make attacks with the weapon in two hands the critical threat range is increased by 1 (20 -> 19-20)
BlowgunGreater darts- The range of the blowgun is increased to 50/150ft
- you may store up to 4 ammunition before needing to reload.
- Over the course of a short rest you may poison up to pb pieces of ammo, if a creature is hit by this ammo they must make a dc (10 +pb) con save, on failure they take an additional d6 poison damage.
You may choose to apply another poison to this ammo instead using those stats
FalchionSharpened Grip-The damage you deal from your successful Parries adds your ability modifier.
-If you are wielding the weapon Two handed, you gain a +1 to Ac
-One Handed attacks gain the cleave property on attacks where sundering doesn't apply.
LanceCavalier-When wielding a lance with one hand, while mounted it deals damage as if you were wielding it in 2 hands (1d10 + 1.5 Str)
-If you deal the extra d4 damage from the lance's special trait, the target must make a str save DC (10 + proficiency bonus) or be knocked prone, if they are mounted and fail the save they are also dismounted.
Long bow, Short Bow, Mighty BowPiercing ShotIf there is a second creature within the line of your arrow and behind your initial target, the projectile pierces through, dealing damage equal to the damage die roll to the second creature.
NetMaster Snare- Your Net Can now Capture creatures that are up to one size category above yours,
- The DC to avoid the net effect becomes (10 +pb)
- If they fail the save you may also choose to knock them prone instead of the nets normal effect
Rope DartWinding Arrow-You gain an additional 10ft of range out of any rope dart you wield
-You may expand or shrink the size of a rope dart's swinging state as an item interaction instead of a bonus action.
-Once per turn, If you expand the arrow heads threat loop while spinning and it would be blocked by an obstacle, you may make an arrowhead attack against any creature or object within (remaining range) feet of the obstacle, this can "chain" going around multiple points. After which the threat loop returns to its size before you expanded it.
Three Section StaffGreater follow through- The damage dealt by the dual ended side of the weapon is the same as the primary attack damage.
- Additionally the bonus ac granted is increased by 1 for each attack you hit this turn.
Trident & HarpoonOceans Defender- Harpoons you wield gain the same special trait as tridents
- If both you and your target are in the water, you gain advantage on all attacks.
- When you retrieve your weapon from the "skewered State" deal a weapon damage dice to the skewered creature.
- If you equip a rope to your weapon, Skewered creatures are tethered to you and cannot move more than 20ft away from you until they escape the grapple
KatanaSuperior Parry-You add an additional +1 to the bonus AC for each "size" your weapon is larger than the attacker's Weapon
-Causing an attack to miss with the parry reaction deals 1d4 weapon dmg to the attacker
-You may add your full wisdom mod through the deft property
Tribal BladeObsidian Warrior-The damage dealt by the brutal property is d12
-You may have up to 10 Shards on you weapon, however the minimum the "brutal threshold" can be reduced to is 0
-When you roll the check to add shards, you add +4 to the result.
Bladed FanConcealing Dance
Great FlailMomentous Swings-You can bolster the weapon as a free action at the start of your turn, doing so prevents you from doing it as a bonus action.
-If you did not hit an attack while bolstered, you may continue to "charge" the bolster adding an additional d4 to the damage of the next attack (max prof bonus extra d4s) Doing so reduces your movement to 0ft while "charging" the bolster
-A creature hit by a bolstered attack gains disadvantage against any shove, grapple, or disarm attempts you make until the end of your turn.
Spiked hammer (Lucerne)Wall Breaker
FalchionSwitch Hitter


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