Weapon masteries in Midrast Wain | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Weapon masteries

From slicers, poisons, spears to large boulders. Anything Midrastians can wield, they will use to overcome their adversaries.
— Word of the Maker
  Weapons of Midrast Wain are heavily favored towards melee items that give the individual in question something that their race lacks. For smaller races it is reach, for bigger races, it could be stealth or silent disposal of enemies and for adept fliers, it represents things that help them make the lives of those on the ground miserable and short.   Additionally, each starting Background can choose one Weapon mastery skill (with the exception of Clawstopper and Ember Wielder)   Table of Contents

History

Most of the weapons in current age have been invented far before the age of Dragons or Gryphons. The two species merely adopted them for their own use, yet improved upon the design with their Dreams. Something that no species before them managed to accomplish, a very skilled Purveyors were able to create objects that would capture the attention of a wandering Dream of one of their ancestor and thus enhance the weapon or armor in a way that would seem almost unnatural. Why would a Dream of an ancestor wish to inhabit a weapon or armor? Especially if the Purveyor may decide to sell it off to someone else? There are many discussions lead about this but nobody knows for certain.  

Artifice

The act of enchanting a weapon with the Dream of an individual living or dead is called Artifice. What the dragons and gryphons may lack in their range of physical motion, they make up for their Artificing. The process of Artificing is described by those who perform it as a coma-like state in which even the smallest break in concentration may interrupt it or worse - make the item in question cursed by the previously benevolent Dream. The specific details on how to Artifice an item differs and many Purveyors have different habits or ways to make it easier for them. Some seek out wilderness and loneliness, others make a show out of it and present their skill as would an actor in a theatre and some claim that their Gods lead their claws.   Note that for each 25 gems worth of price, you get to roll 1 quality check on your weapon or armor. If your weapon costs less than 25 gems, you "can" roll Quality check but at a disadvantage. DM may incur additional penalties. For more details about Roleplay mechanics around Artifice and Crafting, see Advanced roleplaying rules.  

Spears

by Danero
Defensive weapon of choice for fragile individuals lacking reach or strength. Most commonly found amongst Water dragons, Jungle dragons and male Mud dragons.   Equipping spears grants you Spearwielder. As long as you are Spearwielder, you get -2 to attack and +2 to defense.    Additionally, you gain an action Skewer:  Lose Spearwielder until the start of your next turnRoll 1x attack, deal piercing Combat damage.   

Weapon mastery skills:

 
  • Twisting stab
  • If you hit a target while using Skewer, you gain Spearwielder (resolves before enemy retaliation) and target is Hobbled until the end of their turn.
  • Spearwall
  • Your free action Retaliate deals piercing damage.
  • Leading strike
  • You and a target ally gain Focused (+2 attack) as long as you use Standard attack action as the first action in your turn. This effect lasts until the end of each character's turn.
  • Lightning reflexes
  • Your free action Retaliate resolves before an enemy attacks you.       

    Third Claws

        Offensive gauntlet-weapon of choice for races with short claws. It is only as effective as the claws worn. Most commonly found amongst Mud dragons, Water dragons and Nocturnal Gryphons.   Equipping Third Claws grants you Gauntletwielder. As long as you are Gauntletwielder, you get -2 to defense.   Gauntletwielders with Third claws roll an additional dice when using Standard attack and choose the highest two values for their attack. 
    Gauntletwielders with advantage roll 4 dice and choose two highest values.
      Gauntletwielders with disadvantage roll 3 dice and choose two lowest values. 
     

    Weapon mastery skills:

     
  • Disarming swipes
  • Gauntletwielders gain an action Disarming swipes. Roll 2x attack. These attacks cannot be retaliated against.
     
  • Primal fury
  • You may roll 3x attack instead when using Standard attack action. If you do, your turn ends. Primal fury only works if all attacks are used against a single target and they are not targeting anyone affected by Protected by x.
     
  • Vengeful price
  • Your Retaliate bonus action inflicts Hobbled (Target cannot use bonus actions) onto target hit. Hobbled lasts until the end of target's turn. 
     
  • Graceful recovery
  • Your Charge action only takes an action    

    Throwing weapons

    Throwing weapons generally used as means to attack enemies from Air onto Earth and some even in Water environments. While it is extremely easy to find a boulder, they are heavy and take up each an inventory slot. Other weapons on the other hand are much lighter and can be stacked up to 3 for one inventory slot but they don't deal that much damage and tend to be more expensive.   Equipping Throwing weapons makes it harder to attack in melee and gives you Ranged. When you are Ranged, you lose the access to the bonus action Retaliate and your Charge action deals -2 damage.   Additionally, keep in mind that most throwing weapons (including the starting javelins) do not work when in Water environments.    

    Weapon mastery skills:

     
  • Dash-strike
  • When you Transfer, you may use standard attack as a bonus action.
  • Unload stance
  • You gain a free action Unload stance. As long as you are in Unload stance, you roll +1 attack with your Standard attack.
  • Jack of all trades
  • You lose Ranged when wielding ranged weapons.
  • Heartpiercer stance
  • You gain a free action Heartpiercer stance. As long as you are in Heartpiercer stance, you get -4 attack but deal +5 combat damage.    

    Slicers

    Similar in design to Third claws, Slicers are sharp half-discs located on the outer edges of a gauntlet, protruding near knuckles and claws of the wielder. Slicers are made out of Sheetstone ensuring they remain flexible, aerodynamic and great at cutting through opponents, causing severe bleeding or potentially loss of limbs.  Commonly used by Fire dragonsMud dragons and Nobles of all kind.   These discs are great at hit and run tactic, or for chasing down escaping opponents.   Equipping Slicers grants you Gauntletwielder. As long as you are Gauntletwielder, you get -2 to defense.   Gauntletwielders with Slicers reduce target's Reduction by 1 with each Standard attack hit.  

    Weapon mastery skills:

  • Deflect
  • Your Defensive stance gives +4 defense and Retaliate 2.
  • First strike
  • As long as you use Standard attack as first action in your turn, you can Protect 1 one of your allies for free. If you do, you gain Retaliate 1.
  • Painbringer
  • If two of your Standard attacks hit against a single target, that target gains Hobbled (cannot use bonus actions) until the end of their turn.
  • Control stance
  • You gain a free action Control stance. As long as you are in Control stance, you prevent one enemy from using Transfer and roll 1 attack against them. Afterwards, you leave Control stance.     

    Poisons

    Poisons are not a weapon by themselves but they can be applied on any weapon or one's claws to amplify their lethality. Commonly used by Hunters, Scouts, Mud dragons, Gryphons and Jungle dragons. Due to its nature, poisons cannot be normally acquired from vendors. At least, not legally and as such, costs are not listed.   Warning: Coating a weapon in poison or talking openly about purchasing poison in plain sight is in most tribes not allowed - such individuals may find themselves arrested by Clawstoppers.   Basilisk - deals 2 elemental damage. Target rolls Resistance check DC 14. If fail, they don't get to act their next turn.
    Greater basilisk - deals 3 elemental damage. Target rolls Resistance check DC 19. If fail, they don't get to act their next turn.
    Wyvern - deals 1d4 elemental damage. Target rolls Resistance check DC 18. If fail, they are diseased. Diseased target can't regain any Scratch points until they are cured.
    Manta - deals 3 elemental damage.
    Potosh - deals 3 elemental damage. Target rolls Resistance check DC 19. If fail, they don't get to act their next turn.
    Witless - Target rolls Fate check DC based on damage sustained. If fail, they are infected with Witlessness. Only works if the blood is relatively fresh.

    Remove these ads. Join the Worldbuilders Guild


    Comments

    Please Login in order to comment!