Weapon Mastery
Campaigns in Chronan allow the use of weapon masteries for certain classes, adapted from the D&D 5e 2024 rules, which are otherwise not in effect.
Each martial class (Artificer, Barbarian, Fighter, Gambler, Paladin, Ranger and Rogue) can choose two weapon masteries out of weapons they are proficient in at Level 1. However, they can swap one of these masteries each time they finish a long rest to that of another weapon they are proficient in.
It is also possible for any class to take the Weapon Mastery Feat when selecting feats. It increases your Strength or Dexterity by 1, and allows you to learn one weapon mastery from a weapon you are proficient in, and swap it to another one after a long rest.
Each type of weapon only has one weapon mastery available to it. The list below also includes weapons mentioned in the Steampunk Weapons, Armor & Common Items article.
List of Weapon Masteries:
Cleave (weapons: chainsaw, chakram, greataxe, halberd, sawblade bowler hat): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage. You can make this extra attack only once per turn.
Graze (weapons: glaive, greatsword): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier..
Nick (weapons: dagger, light hammer, sickle, scimitar, steel fan, stiletto): When you make the extra attack by using two light weapons, you can make it as part of the attack action instead of a bonus action. You can make this extra attack only once per turn.
Push (weapons: greatclub, pike, warhammer, heavy crossbow): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is large or smaller.
Sap (weapons: flail, longsword, mace, morningstar, spear, scythe, war pick): If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Slow (weapons: blunderbuss, boomerang, cane, club, javelin, light crossbow, longbow, musket, repeating crossbow, sling, whip): If you hit a creature with this weapon and deal damage, you can reduce its speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the speed reduction doesn’t exceed 10 feet.
Topple (weapons: brass knuckles, battleaxe, chain whip, lance, maul, quarterstaff, trident): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC equals 8 + the ability modifier used to make the attack roll + your proficiency bonus). On a failed save, the creature is knocked prone.
Vex (weapons: blowgun, cane pistol, cane sword, dart, gunaxe, gunblade, hand crossbow, handaxe, pistol, rapier, shortbow, shortsword, switch blade): If you hit a creature with this weapon and deal damage, you have advantage on your next attack roll against that creature before the end of your next turn.
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