D&D (2024) Downtime activity: Weapon Mastery Crafting


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You could have any existing or new weapon mastery be able to be applied to a feasible weapon. All pole like weapons could topple, all heavy weapons can push, etc.

An example could be “Skewer” where you deal extra damage to Prone targets, and it can only be applied to piercing and slashing weapons.

“Crush” could apply to bludgeoning weapons and have them give -1 to a target’s AC that lasts until the start of your next turn.
 

You could have any existing or new weapon mastery be able to be applied to a feasible weapon. All pole like weapons could topple, all heavy weapons can push, etc.
I have done that.
Mastery idea was great, but poorly impemented.
I did them as discount maneuvers:

you can apply only one maneuver per atttack.
9th level fighter ability changed that fighter can apply 2 maneuvers per attack.

maneuvers:

Slow: apply to any weapon
Graze apply to all 2Handed or Versatile weapons
Topple: apply to all 2Handed or Versatile weapons
Push: apply to all weapons
Nick: apply to all Light weapons
Vex: apply to all Light, Ranged or Finesse weapons
Sap: apply to all Versatile weapons
Cleave: apply to all melee slashing 2Handed or Versatile weapons

you learn a mastery, and you can apply it to any weapon attack it qualifies.

option for Graze and Topple:

Topple, no saving throw but you need to beat AC by 5 to activate. Save time on rolls

Graze: if you miss AC by 5 or less, deal minimal damage of attack.
still makes boosting AC/accuracy a thing.

An example could be “Skewer” where you deal extra damage to Prone targets, and it can only be applied to piercing and slashing weapons.

“Crush” could apply to bludgeoning weapons and have them give -1 to a target’s AC that lasts until the start of your next turn.
or Brutal weapon.

Brutal: when you attack with advantage, deal extra d6 damage.
you can deal this extra damage once on your turn.

Executioner:
when you score critical hit weapon base damage is maximized. other damage dice are rolled normally.

I.E. flaming greatsword that deals extra +2d6 fire damage on a hit would deal 24+STR slashing damage on a crit and as normal roll 4d6 extra fire damage
 

So there's always been ideas about making custom spells, but what what about custom martial maneuvers?

Any suggestions on how to pull that off?
I've occasionally included various special techniques and abilities that can be learned by martial characters. For example: from rare books, from retired or legendary heroes, from spiritual personifications of battle (like Valkyries or Furies or einherjar), from the spirits of legendary warriors, from obscure knightly or monastic orders.

As far as what abilities to make, there isn't an easy or simple way to balance stuff. Other than to play around with particular ideas in test fights and/or compare to already existing abilities.

Some random ideas:
  • Ability to cut through walls of force
  • Limited use dispel magic ability
  • Protecting nearby allies with a shield
  • Imbuing a fist or wielded weapon with some energy damage
  • Adding a superiority die to a saving throw
  • Increasing Str or Dex for a few rounds
  • Dealing damage on a successful grapple
  • Short-range lunges as a bonus action

Limiting uses per day or short rest, imposing level prerequisites, and/or resource costs as necessary.
 
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option for Graze and Topple:

Topple, no saving throw but you need to beat AC by 5 to activate. Save time on rolls

Graze: if you miss AC by 5 or less, deal minimal damage of attack.
still makes boosting AC/accuracy a thing.
Really like your whole post here, but especially these.
 

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