mellored
Legend
So most of the complaints I've seen about weapon mastery is about not liking the fact that you need to swap weapons, especially when they get a magic longsword.
So here's a simple houserule to fix that.
Weapon Mastery
When wielding a weapon which you have weapon mastery, you gain the weapon mastery benefit listed. (As normal).
In addition, you can use that weapon as if it was a different weapon, of equal or lesser gold cost, which you also have weapon mastery for. For example, if you choose mastery on longbow (50gp) and quarterstaff (2sp), you can use a longbow as if it was a quarterstaff. Including the damage die, weapon properties, number of hands, mastery, feats and other features and any other qualifications.
Any magic item properties applies as normal. So a +1 Mace would still give a +1 bonus when used as a Trident.
Sidebar: creatively modifying your weapon.
While some weapon can be interchanged without stretching the imagination, like using a Longsword in 2 hands as a Halbred and then swinging in a wide arc to cleave, others may take some creativity to justify. Considering adding descriptions on how you modified your weapon durring downtime to add the extra functionality. Like tying a rope to a Warhammer so you can swing it like a Whip. Or adding a spike to the top of your Battleaxe so you can stab with it as if it was a Pike.
The DM may rule this cost extra gold, which should be the same amount buying both weapons individually.
So here's a simple houserule to fix that.
Weapon Mastery
When wielding a weapon which you have weapon mastery, you gain the weapon mastery benefit listed. (As normal).
In addition, you can use that weapon as if it was a different weapon, of equal or lesser gold cost, which you also have weapon mastery for. For example, if you choose mastery on longbow (50gp) and quarterstaff (2sp), you can use a longbow as if it was a quarterstaff. Including the damage die, weapon properties, number of hands, mastery, feats and other features and any other qualifications.
Any magic item properties applies as normal. So a +1 Mace would still give a +1 bonus when used as a Trident.
Sidebar: creatively modifying your weapon.
While some weapon can be interchanged without stretching the imagination, like using a Longsword in 2 hands as a Halbred and then swinging in a wide arc to cleave, others may take some creativity to justify. Considering adding descriptions on how you modified your weapon durring downtime to add the extra functionality. Like tying a rope to a Warhammer so you can swing it like a Whip. Or adding a spike to the top of your Battleaxe so you can stab with it as if it was a Pike.
The DM may rule this cost extra gold, which should be the same amount buying both weapons individually.
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