Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Weapon mastery
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kinematics" data-source="post: 9003934" data-attributes="member: 6932123"><p><strong>Cleave</strong>'s second target has to be within your reach, and within 5' of the original target. So a reach weapon with Cleave (such as the halberd) could hit a second target that's "behind" the first target.</p><p></p><p><strong>Flex</strong> only increases the damage die size, so only increases average damage by 1. However it allows you to do so when using a shield (so a higher AC), as well as take advantage of the Dueling fighting style for another +2 damage. And if you use the Dual Wielder feat, you could have two 1d10 longswords as weapons.</p><p></p><p><strong>Graze</strong>: Poisons can take effect on damage:</p><p></p><p>So a poisoned glaive, doing slashing damage with the Graze weapon mastery, would <em>always</em> inflict its poison effect. This could be Drow poison, giving the poisoned condition or knocking unconscious, or serpent or wyvern poison, doing additional damage along the way.</p><p></p><p>If there are other effects that take effect on damage rather than on hit, they could also be used.</p><p></p><p><strong>Sap</strong>: A mace, morningstar, or flail becomes a very useful defensive weapon. It gives a useful mechanical support to the trope of the cleric or paladin using a non-bladed weapon like a mace or morningstar, likely combined with a shield, as it dramatically reduces the chance of being hit. They'd need to take the feat for that, though. (I'll be a little surprised if paladin doesn't get a weapon mastery trait for at least 1 weapon.)</p><p></p><p>Or just a fighter built more to be a tank could do the same. Add the Sentinel feat to stop enemies trying to move past you, and their only option is to attack you with disadvantage.</p><p></p><p><strong>Slow</strong>: Clearly useful for ranged weapons, to keep opponents at range longer. However it's also available on the whip, which is a reach weapon, or could be applied to any other reach weapon at higher fighter levels.</p><p></p><p>It would be interesting to see an Eldritch Knight combo this with Ray of Frost, as the two speed reductions should stack for a total -20 move speed. Feels like something to use as a kiting strategy. </p><p></p><p>Alternatively, a fighter using a heavy weapon (maybe even with reach) with two properties, uses Slow on his first attack and then Push on the last. Would be nice to combo with Polearm Master, since that allows repeated use of the opportunity attack when opponents enter your range (plus Sentinel to lock their position?).</p><p></p><p>For NPCs, a thug with a club could hit an opponent as a way of getting a head start for running away.</p><p></p><p><strong>Vex</strong>: This is one that feels like it would work very well with the rogue, but the rogue probably isn't getting weapon mastery. If it does, I would bet on it only getting mastery over one weapon, and picking an offhand weapon with Nick seems the more reasonable choice. If the rogue gets two weapons (or gets 1 plus the feat), shortsword + dagger for Vex + Nick seems the natural combo, allowing Sneak Attack on the dagger's attack while still having Cunning Action available, even in a solo fight with no hiding.</p><p></p><p>Aside from that, almost all qualifying weapons (ammunition, finesse, light) that could have Vex already do, with those that don't having a ready alternative, so I don't see much likelihood of using the fighter's mastery swapping for this, except maybe on the whip — a finesse weapon with reach with almost constant advantage. Not sure there's value with that compared to, say, a rapier, though, which is more damage but without the reach.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 9003934, member: 6932123"] [B]Cleave[/B]'s second target has to be within your reach, and within 5' of the original target. So a reach weapon with Cleave (such as the halberd) could hit a second target that's "behind" the first target. [B]Flex[/B] only increases the damage die size, so only increases average damage by 1. However it allows you to do so when using a shield (so a higher AC), as well as take advantage of the Dueling fighting style for another +2 damage. And if you use the Dual Wielder feat, you could have two 1d10 longswords as weapons. [B]Graze[/B]: Poisons can take effect on damage: So a poisoned glaive, doing slashing damage with the Graze weapon mastery, would [I]always[/I] inflict its poison effect. This could be Drow poison, giving the poisoned condition or knocking unconscious, or serpent or wyvern poison, doing additional damage along the way. If there are other effects that take effect on damage rather than on hit, they could also be used. [B]Sap[/B]: A mace, morningstar, or flail becomes a very useful defensive weapon. It gives a useful mechanical support to the trope of the cleric or paladin using a non-bladed weapon like a mace or morningstar, likely combined with a shield, as it dramatically reduces the chance of being hit. They'd need to take the feat for that, though. (I'll be a little surprised if paladin doesn't get a weapon mastery trait for at least 1 weapon.) Or just a fighter built more to be a tank could do the same. Add the Sentinel feat to stop enemies trying to move past you, and their only option is to attack you with disadvantage. [B]Slow[/B]: Clearly useful for ranged weapons, to keep opponents at range longer. However it's also available on the whip, which is a reach weapon, or could be applied to any other reach weapon at higher fighter levels. It would be interesting to see an Eldritch Knight combo this with Ray of Frost, as the two speed reductions should stack for a total -20 move speed. Feels like something to use as a kiting strategy. Alternatively, a fighter using a heavy weapon (maybe even with reach) with two properties, uses Slow on his first attack and then Push on the last. Would be nice to combo with Polearm Master, since that allows repeated use of the opportunity attack when opponents enter your range (plus Sentinel to lock their position?). For NPCs, a thug with a club could hit an opponent as a way of getting a head start for running away. [B]Vex[/B]: This is one that feels like it would work very well with the rogue, but the rogue probably isn't getting weapon mastery. If it does, I would bet on it only getting mastery over one weapon, and picking an offhand weapon with Nick seems the more reasonable choice. If the rogue gets two weapons (or gets 1 plus the feat), shortsword + dagger for Vex + Nick seems the natural combo, allowing Sneak Attack on the dagger's attack while still having Cunning Action available, even in a solo fight with no hiding. Aside from that, almost all qualifying weapons (ammunition, finesse, light) that could have Vex already do, with those that don't having a ready alternative, so I don't see much likelihood of using the fighter's mastery swapping for this, except maybe on the whip — a finesse weapon with reach with almost constant advantage. Not sure there's value with that compared to, say, a rapier, though, which is more damage but without the reach. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Weapon mastery
Top