Sounds like BG3's special attacks for each weapon type, but now it's per turn. Which sounds great because the per rest limit in BG3 makes me barely use them.
@@mongoliandudeit feels like BG3 used a mix of 5e mechanics and some of the newer ones coming out that we don’t have access to on tabletop yet. I forget exactly what I could use an example, but I do remember thinking that multiple times throughout my playthrough that some of the way things work I’ve seen in UA instead of official 5e
They just need to redefine each armor, perhaps give resistance to certain types of damage. For example: Light Armor (Padded, Leather, Studded) - Resistance to bludgeoning from simple melee weapons Medium Armor (Hide, Chain, Scale, Breastplate, Halfplate) - Resistance to bludgeoning and slashing from simple melee weapons Heavy Armor (Ring, Chain, Splint, Plate) -Resistance to slashing, bludgeoning, piercing from simple weapons
You could homebrew along the lines of armor specialization effects from PF2e, I suppose -- e.g. 'plate' type armors giving a certain flat damage reduction (i.e. not proportional ala D&D resistance) vs. slashing damage, 'chain' type armor providing a greater damage reduction in comparison but only against critical hits from bludgeoning, etc.
What I like about this is that it gives more reason to use certain weapons over just having a bigger dice on damage. I know that for some people the argument will be that the weapons are all clearly different in scope and flavor, and as a DM I totally get that, but my PLAYERS do not come from heavy TTRPG backgrounds and for most of them a sense of progress is "Does it have more dice? Do more damage?" So I like how this gives an intuitive character to each weapon.
sadly its not much of a buff at all to martials due to how the feature is heavily invested into flexibility which encourages constant weapon switching to have any minor benefits.
@@Asaomar been playing with it, wouldnt neccasirly say so, It just makes you switch weapons every attack and turn. though It does allow for more options , yes. but not most class or players intend to switch weapons constantly Especially if you have a magic weapon that is X type already.
@@CyberPunkBadGuy makes sense. While it definitely sounds like it can and probably will complicate things, it still sounds to me like it CAN make combat more strategic
@@Asaomar Yeah, it can . We ruled topple to be once per turn on my table in play tests. it working on each hit is just, role a CON SAVE everytime someone hits. But honestly, it will just be more or less a push or a topple or a slow. some people may just go VEX and call it a day.
Seeing a lot of misunderstanding around Nick: the writeup on DnD Beyond right now specifically says that Nick does not let you get three attacks. From the site--"Keep in mind that this doesn’t mean you can make a third attack as a Bonus Action, as the Light property specifies you only get one extra attack. But, while it may not pump your damage, this frees up your Bonus Action to use class/species abilities, such as the Rogue’s Cunning Action, while still getting an additional attack in."
pretty exhausting that they're already spreading contradictory information before the book even comes out when sage advice has been criticized for the very same problem for many years
Was kinda hoping to see a revised list of which weapon got which Mastery, and the how each Mastery was reworked. But just a brief overview is fine for those that didnt follow the UA
@@strawbellebelle actually it seems that the prerequisites have been dropped, so they might be usable on any weapon type if you have a feature that lets you swap them
The way that came up in the video, it seemed like he was asking if you can attack three times even with only one base attack. The UA rules say you can still only get one extra Light attack, but Jeremy didn't push back against the suggestion of three attacks, so that may have changed.
I have several issues with it. 1- it’s absolutely going to slow combat down, especially the masters that add a saving through on every hit. 2- many of the masters don’t really make sense in terms of flavor. Why is a spear a vexing weapon? Who knows. I guess we’ll see how it plays out but I feel like just giving Marshalls basic maneuvers would’ve been a much better solution.
@@a99barnseySpear is vexing because you can hit a weak point precisely, thus impairing the opponent’s next attack. That seems to be a theme of some of the piercing weapons.
I've got the new PHB and it's never actually spelled out but I guess by combining these 2 parts: Interacting with Things. You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe. If you want to interact with a second object, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions. > Unequip a Weapon as a free Object Interaction as you Move Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don’t need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it. > Equip a different Weapon as part of the Attack
I think it really just depends on how they set it up. If you're smart it's either just your strength modifier as damage even on a miss or 1/2 hit dice of your weapon class
Based of the wording in the UA it probably wouldn't activate any other effects since it says the "grazed" damage is ability mod of the weapons type and can't be increased in any other way assuming that means the weapons other effects or your class features
It's not, they got the rules as written wrong in this video. Light property only gives one extra attack whether it is as part of the action with Weapon mastery or as a Bonus action.
@@Satsujinki1973 ...well let me rephrase then without adjusting my level of exuberance. At the table where I DM 2nd Edition style Dart/Dagger fighter is back on the menu.
@@Satsujinki1973 Unless they changed dual wielding rules. In 2014 Light property didnt "give you" extra attack, so that alone suggest a change in overall mechanism.
It seems like the design is to build out martial characters as low resource cost sustained damage dealers. Spellcasters get a lot more burst options while martials are mostly going to be dishing out the most consistent damage round after round. We will have to see if they manage to pull it off, but I think the design philosophy is sound.
That's what we have now. Spellcasters can cast a cantrip each turn, sure, but martials weapons will mostly outdo cantrips in a decent campaign. I just hope this tides the martials even more so to be that, because right now Martials need that help badly.
Honestly, I'm not even sure if that *is* a sound design philosophy for this kind of game. Burst damage is way way more valuable than sustained damage, since combats rarely run longer than 3-4 rounds, and most campaigns only do 2-3 combats a day unless they're super crunchy dungeon-crawler types (no shade, it's just not a common playstyle). For this to really work, the martial sustained damage baseline needs to be way way above the caster's cantrip baseline, and burst damage options would need to be heavily restricted, like "you can cast Fireball once a day" restricted
@@heatran1919 its the default design in D&D since first edition with maybe an exception for 4th. Spellcasters can burst heavy damage or do some other high impact utility spells - but not all the time. And if they are alone, they will go down. Martials job is to deal consistent damage, deal with physical challenges without spending important resources and tank damage. If that design worked better or worse in different editions is a different question. The design assumes exactly the kind of adventure where you have more than 2-3 medium combats a day. That many people run different campaigns is honestly their problem. If you run D&D as intented, it actually kinda works, even in vanilla 5e already. People are just to stupid to use other systems for other playstyles, but thats honestly not on the designers.
@@TheOriginalDogLP what is this specific "as intended" playstyle that you're talking about? I'm sure the designers want people to play their game not just within the very narrow boundary of games with more than 2-3 combats a day.
Weapon mastery finally brings back the tactical crunch WotC dropped from 5e when moving on from 4th. Pushing and repositioning enemies with an attack? Oh hell yes.
I need nick explained in more detail. Example: short sword and dagger combo on a Rogue. 1 attack, hit with short sword, vex gives me advantage on next attack (sneak attack anyone), does the dagger go on that attack action because of nick, or did I have to use the dagger first and hit with it for the nick to kick in an I can use the short sword on that same attack action. I hope it goes: short sword - vex then dagger with advantage and on the same attack action because nick then bonus action disengage and retreat, because sneak attack every turn like this is what I want.
I really like the Longsword on the Strength based Rogue. Sneak attack at range or with daggers, but once in combat, use the Longsword and deal some decent damage. Just for fun!
@@strawbellebelle That wasn't my experience at all. I used feats to get a Heavy Crossbow, which I used a LOT and to great effect, and using a Rapier with a shield was excellent.
To get sneak attack you need to be using a Finesse or ranged weapon, so unfortunately a longsword doesn't work, but that's not a crazy homebrew you can do, it's a simple one and it doesn't change many things so it should be fine for your DM to allow it @Sorrynottsorry247
@@strawbellebelle Everyone, keep in mind this is an opinion of an optimizer. Sure, it may have been theh best in the UA currently, but it's not as if the other choices are bad ones, just not as good. So ignore this persons ridiculous post at your leisure.
At 02:03 this information is conflicting with the description of weapon masteries blog post on D&D Beyond. Where Todd comments that you can still use your bonus action to make a third attack, with Jermey agreeing. While the blog post mentions it specifically doesn’t allow you to make a third attack. Can this please be clarified?
You can use your Bonus Action to make an eligible attack such as an attack with your off-hand weapon or using the Rogue's Cunning Action. Otherwise, a normal regular attack cannot be taken using your Bonus Action, it has to be taken with a standard action action or an Extra Attack as defined by 5th level and beyond martial classes.
Love that they added pistols and muskets to the weapon list, I would have loved to have seen the double bladed scimitar added too, but maybe we’ll get that in a future source book.
I guess at a pseudo-Renaissance tech level in most D&D worlds, they couldn't ignore firearms anymore. Also, Percy from Critical Role is really popular.
@@VinceValentine It's easier to balance firearms at this stage than it is later on. And just treat them like crossbows (more powerful than a bow, but you need a feat to use multiple attacks in a round).
I really like the diversity added by the weapon masteries. It really does a lot in terms of making the choice of weapon matter. However I have one nitpick. The way you can get multiple masteries for different weapons and being able to combo these weapons is neat, however I kind of miss the fantasy to train and become exceptionally good with one kind of weapon instead of being moderately skilled with multiple kinds of weapon. I would like a system where a weapon can have a few available masteries you can choose from and when you get another mastery, you can choose to get one from a new type of weopon or get a second mastery for your old weapon.
Has anyone seen any clarifications or specific wording for how duel wielding and the nick feature works? I've been playing with a vex in main hand and I'm nick in the office hand and am now being told that nick has to be the main hand. The handbook specifically talks about the offhand attack for the nick property so I don't see why it needs to be the main hand.
While I like the idea of weapon choice and the mastery option having more impact than just damage, I really would have liked a tactical system that provided these options as a choice during combat. Just saying that a dagger is light so you get an extra attack isn't as interesting to me as allowing the player to choose to attack quick, hit powerfully, defensively move or to stun/disable as the situation arises. I also would like it to have something that makes it a bit more risky to use like a failure to hit give others advantage to hit you. The way they explained mastery is it just gives you a bonus on your attack with no drawbacks. Providing more options and emphasis to what choices you make during combat rather than just piling on more stuff your attack does would be so much more fun to me.
I'm in a level 12 campaign with playtest right now and built a Cleric 7/Ranger 5 with magic initiate to set up a Shillelagh club and scimitar. I just assumed that if you used the nick property you didn't get the bonus action attack as well. If so it makes the second round crazy. Already was doing crazy damage with 3 attacks a round.
During playtest, nick specifically said that you only get to make 1 off-hand attack per turn. If it is the same, it would simply free up the bonus action for something else but not give you 2 extra attacks instead of 1.
Narokh is right, but jeremy (perhaps unintentionally) seemed to imply that the once per round restriction may be gone. But he might have just been confused. Its happened before
Yes agreed. It doesn't make much sense to get the bonus action attack as well. Seems like the weapon masteries are on DnD beyond now, and it does specifically say that you don't get another bonus attack, so it must be a simple mistake in the video.
@@NageIfar in the playtest, Cleric is an extra d8 once per turn at level 7 with blessed strikes. Also you can then later bonus action a spirit shroud. For Shillelagh since I'm level 12 it changes the die to a D12 and you can put that on a club which is a light weapon. Pair that with scimitar for nick. Two club attacks at D12, add a d8, then a scimitar attack. Picked up TWF from Ranger. If you get spirit shroud then there is a buff there on each hit too. I have gloomstalker and trickery domain as sub classes to help handle getting advantage on all the attacks too.
What If Dungeons and Dragons (D&D) fans were to design steampunk weapons with magic crystals, it would likely result in a fascinating blend of science fiction, fantasy, and role-playing game mechanics. Here's a possible take on what such designs might look like: *Steampunk Firearms with Magic Crystals* 1. *Crystal-Tipped Aether Rifles*: Rifles with crystals embedded in the barrel, amplifying the user's magic and allowing for more accurate shots or increased damage. 2. *Gemstone-Encrusted Steam Pistols*: Pistols with gemstones set into the grip or barrel, granting the user resistance to certain elements or amplifying their magical abilities. 3. *Arcane Clockwork Shotguns*: Shotguns with intricate clockwork mechanisms and crystals that amplify the user's magic, allowing for more devastating blasts or increased range. 4. *Magical Resonance Cannons*: Large, steam-powered cannons that use magic crystals to resonate with the user's magic, dealing massive damage to targets. *Magical Properties* 1. *Elemental Damage*: Firearms with magic crystals deal bonus damage to targets vulnerable to certain elements (e.g., fire, ice, lightning). 2. *Magical Penetration*: Firearms with magic crystals ignore or reduce the target's magical resistance. 3. *Increased Accuracy*: Firearms with magic crystals provide bonus accuracy or critical hit chance. 4. *Ammunition Conjuration*: Firearms with magic crystals can conjure ammunition, eliminating the need for reloading. *Steampunk-Inspired Magical Materials* 1. *Aetherium*: A rare, glowing metal that amplifies magical energy. 2. *Crystalix*: A type of crystal that resonates with magical energy, increasing the user's spellcasting abilities. 3. *Steamstone*: A type of stone that absorbs and stores steam energy, allowing for more efficient use of steam-powered devices. 4. *Gearhive*: A type of metal alloy that contains intricate, swirling patterns of gears, amplifying the user's magical abilities related to machinery and engineering. *Balancing Steampunk Magical Firearms* 1. *Rarity and Accessibility*: Limit the availability of magical firearms to rare or unique items, making them difficult to acquire. 2. *Casting Requirements*: Require the user to have specific magical abilities or spellcasting levels to wield the firearm effectively. 3. *Ammunition and Maintenance*: Introduce unique ammunition types or maintenance requirements for magical firearms, making them more challenging to use. 4. *Balance with Existing Magic*: Ensure that magical firearms don't overshadow existing magical abilities or items in the campaign. _Crystals with Magic Elements_ 1. _Aerocrystal_: A crystal imbued with the element of air, granting firearms the ability to fire projectiles that deal bonus damage to flying targets or create powerful gusts of wind. 2. _Pyrocrystal_: A crystal imbued with the element of fire, allowing firearms to fire flaming projectiles, deal bonus damage to flammable targets, or even ignite explosive gases. 3. _Hydrocrystal_: A crystal imbued with the element of water, granting firearms the ability to fire icy projectiles, create waves, or even freeze targets solid. 4. _Geocrystal_: A crystal imbued with the element of earth, allowing firearms to fire projectiles that deal bonus damage to structures or earth-based targets, or even create small earthquakes. 5. _Electrocrystal_: A crystal imbued with the element of lightning, granting firearms the ability to fire electrical blasts, deal bonus damage to metal targets, or even stun enemies. 6. _Necrocrystal_: A crystal imbued with the element of death, allowing firearms to fire projectiles that deal bonus damage to undead targets, or even drain the life force of living targets. 7. _Chronocrystal_: A crystal imbued with the element of time, granting firearms the ability to fire projectiles that manipulate time, slow down or speed up targets, or even bend the fabric of space-time. _Crystal Properties_ 1. _Elemental Resonance_: Crystals resonate with the user's magic, amplifying their abilities and granting bonus damage to targets vulnerable to the crystal's element. 2. _Magical Amplification_: Crystals amplify the user's magic, increasing the effectiveness of their spells and abilities. 3. _Elemental Resistance_: Crystals grant the user resistance to certain elements, reducing damage taken from elemental attacks. 4. _Ammunition Conjuration_: Crystals can conjure ammunition, eliminating the need for reloading. _Balancing Crystals with Magic Elements_ 1. _Crystal Rarity_: Limit the availability of crystals with magic elements to rare or unique items, making them difficult to acquire. 2. _Crystal Attunement_: Require the user to attune themselves to the crystal, spending time and resources to unlock its full potential. 3. _Crystal Overheat_: Implement a crystal overheat mechanic, where crystals can overheat and become unusable if used excessively. 4. _Elemental Balance_: Ensure that each element has its strengths and weaknesses, preventing any one element from becoming overpowered.
So, this might be a stupid question, but I would appreciate the clarification! Does a fighter have to use the specific weapon to use the corresponding mastery? An example would be, if I want to use the push mastery, I have to use a weapon with that kind of mastery? Same goes for slow and graze? Or (with the weapon mastery at level 1) can a fighter get the choice of three weapon mastery’s while using let’s say a sword only? So if they swipe with a sword they can choose between slow, push, topple per hit? I appreciate the help!
What If Dungeons and Dragons (D&D) fans were to design guns from the 14th to 19th centuries with magic crystals, it would likely result in a fascinating blend of historical firearm design, fantasy elements, and role-playing game mechanics. Here's a possible take on what such designs might look like: *Magical Firearms* 1. *Crystalline Flintlocks*: Flintlock pistols and rifles with crystals embedded in the stock or barrel. These crystals could amplify the user's magic, allowing for more accurate shots or increased damage. 2. *Gemstone Muzzleloaders*: Muzzleloading guns with gemstones set into the muzzle or breech. These gemstones might grant the projectiles magical properties, such as fire, ice, or lightning. 3. *Aetherial Revolvers*: Revolvers with crystals or gemstones embedded in the cylinder or frame. These aetherial revolvers could fire magical projectiles, such as energy blasts or enchanted bullets. 4. *Runed Rifles*: Rifles with intricate runes etched into the barrel or stock. These runes might grant the user increased accuracy, speed, or damage when firing the rifle. *Magical Properties* 1. *Elemental Damage*: Guns imbued with elemental crystals (e.g., fire, ice, lightning) could deal bonus damage to targets vulnerable to those elements. 2. *Magic Penetration*: Guns with crystals that amplify magic could ignore or reduce the target's magical resistance. 3. *Increased Accuracy*: Guns with crystals that enhance the user's aim could provide bonus accuracy or critical hit chance. 4. *Ammunition Conjuration*: Guns with crystals that manipulate reality could conjure ammunition, eliminating the need for reloading. *Balance and Gameplay* To balance these magical firearms within a D&D campaign, consider the following: 1. *Rarity and Accessibility*: Limit the availability of magical firearms to rare or unique items, making them difficult to acquire. 2. *Casting Requirements*: Require the user to have specific magical abilities or spellcasting levels to wield the gun effectively. 3. *Ammunition and Maintenance*: Introduce unique ammunition types or maintenance requirements for magical firearms, making them more challenging to use. 4. *Balance with Existing Magic*: Ensure that magical firearms don't overshadow existing magical abilities or items in the campaign. Crystals with magic elements could add a new layer of depth to your magical firearms. Here's a possible take on what such crystals might look like: *Crystal Types* 1. *Aerocrystal*: Air-element crystal, granting firearms the ability to fire projectiles that deal bonus damage to flying targets or create powerful gusts of wind. 2. *Pyrocrystal*: Fire-element crystal, allowing firearms to fire flaming projectiles, deal bonus damage to flammable targets, or even ignite explosive gases. 3. *Hydrocrystal*: Water-element crystal, granting firearms the ability to fire icy projectiles, create waves, or even freeze targets solid. 4. *Geocrystal*: Earth-element crystal, allowing firearms to fire projectiles that deal bonus damage to structures or earth-based targets, or even create small earthquakes. 5. *Electrocrystal*: Lightning-element crystal, granting firearms the ability to fire electrical blasts, deal bonus damage to metal targets, or even stun enemies. 6. *Necrocrystal*: Death-element crystal, allowing firearms to fire projectiles that deal bonus damage to undead targets, or even drain the life force of living targets. 7. *Chronocrystal*: Time-element crystal, granting firearms the ability to fire projectiles that manipulate time, slow down or speed up targets, or even bend the fabric of space-time. *Crystal Properties* 1. *Elemental Resonance*: Crystals resonate with the user's magic, amplifying their abilities and granting bonus damage to targets vulnerable to the crystal's element. 2. *Magical Amplification*: Crystals amplify the user's magic, increasing the effectiveness of their spells and abilities. 3. *Elemental Resistance*: Crystals grant the user resistance to certain elements, reducing damage taken from elemental attacks. 4. *Ammunition Conjuration*: Crystals can conjure ammunition, eliminating the need for reloading. *Balancing Crystals with Magic Elements* 1. *Crystal Rarity*: Limit the availability of crystals with magic elements to rare or unique items, making them difficult to acquire. 2. *Crystal Attunement*: Require the user to attune themselves to the crystal, spending time and resources to unlock its full potential. 3. *Crystal Overheat*: Implement a crystal overheat mechanic, where crystals can overheat and become unusable if used excessively. 4. *Elemental Balance*: Ensure that each element has its strengths and weaknesses, preventing any one element from becoming overpowered. By incorporating magical firearms with crystals into your D&D campaign, you can add a new layer of excitement and strategy to combat encounters. Just remember to balance these powerful items to maintain a fun and challenging experience for all players.
We have been trying the Playtest Material from the start of it. I still have to ask/remind our fighter Every Hit to add the Mastery Property... They just can't remember all these abilities at once... 😂
I hope that the DC for some of the things they can do actually has progress like magic users, some things that can modify them like feat, or maybe even some features from the class taht could increase that, hope it is cool.
Wait, the interaction at 2:00 makes it sound like Nick is giving you an additional attack on top of what you could already do. Like, Attack action includes mainhand and nick offhand, bonus action offhand? Is that really what you mean? Please clarify, that’s an important bit of info.
That's the intended use, if you choose. Attack Action, free Nick attack, Bonus Action Offhand attack. So you can either have 3 attacks or still have 2 attacks and a free Bonus Action to use however you want.
It has been confirmed in a follow up article that this was a flub. You do not get 3 attacks at level 1. Nick is still super good though, freeing up the BA is so incredibly good, especially with the changes to the light property.
That is what it sounds like. So a rogue would be able to main hand shortsword attack, giving advantage to his OH dagger attack as part of the same attack action, then make a third attack as a BA (possibly with the shortsword) but have no dex modifier on the damage of the BA or dagger attack.
Are more power and more complexity for player characters really what the game needed? Will this lead to even slower combats but with even less danger? Won't this be a steeper hill to climb for newbies? I hope the DMG has massive utility and the MM really brings the hurt.
5e actually reduced the difficulty and complexity of the game in order to get newer players into the game, this is simply building back up with the broader audience they have built up since 2014
I'm so gonna make all my enemies have mastery too. This will cut both ways and I'm going to love it. Various armaments for a goblin or hobgoblin group will absolutely make me evil-giggle.
Anything players can do, NPCs can do. Multiclass tank/wizards popping Shield spells for AC25 will hate 1st level fighters still Grazing them and require concentration saving throws.
Probably. TSR editions had these Expert/Mastery options as well, but I don't know anyone who used them. In fact, TSR also had a chart showing the modifiers of which weapons were effective/ineffective on various armor.
Honestly, weapon mastery is one of the things I've liked the least from the UA playtests. As nice as it is to try to give martial characters more tactical options, some of these properties just don't make any sense thematically, and others are just too powerful.
Yea, I hate the crossbow knockback with a passion. An arrow has no shot in hell to send a person stumbling back even two feet, let alone sending them flying ten feet. Realistically, the most you'll move getting hit even with a high draw weight bow or crossbow would be flinching backwards a bit.
@@thegamesforreal1673 Yes, that is perhaps the most egregious example in terms of realism. All of the push weapons push too far, compared to the basic shove action. The vex weapons are also pretty busted. People really underestimate how impactful advantage is, and when all you have to do is hit it snowballs out of control pretty quickly. They say the goal was to make martial combat more tactical, but all they really did was make those classes more powerful and less realistic. There are better ways to make martial tactics more interesting, imo.
@@sk8rdman That's what really gets me. They wanted to make it more tactical, but they just give you a continuous, always-on on-hit effect. That's not tactical, that's just a buff. Which is fine, martials needed a buff, but don't call it tactical lmao there's no decision making DURING combat here except for weapon swapping which is a very specific class fantasy that not everyone wants to do.
@@thegamesforreal1673 YEEEEP. playing with weapon mastery in many games now. basically my guys just weapon swap like crazy for topple then attack a prone guy.
so these weapon mastery properties have unlimited use, like cantrips, but can also be used multiple times per round, which is an improvement over cantrips? and are even more powerful for being able to add cantrip-like value to an action ON TOP of their actual damage? did they buff cantrips to account for this at all?
in my campaign i use , 3.5 epic handbook awesome properties and ego of weapons , +11 and higher has an ego high enough to act like Mjolnir. but advantage is already something the rouge player should already have, so +3 would be better if they already have advantage.
I hope there are more options for protecting your allies and locking down enemies. My favorited build atm is a Paladin with the UA Dragonlance feats to get the Taunt manoeuvrer a few times per day to throw down the gauntlet at foes and prevent them from hitting allies as hard
Weapon mastery is great because it gives the martial classes something extra they can do in and out of combat. You can use some of these masteries outside of combat by choosing to do no damage but still use the mastery property like push or knock prone.
Where is the 3 book digital and physical bundle for the UK? We seem to get the shaft with only the ability to purchase each book as a separate bundle (physical and digital) for £59.99 each ... :(
It's very fun to talk about how this tactical depth has never happened for weapon focused characters, except that a lot of these are essentially just passives that don't really provide tactical depth at all AND it totally ignores the fact that in fourth edition the martial characters actually had equal tactical depth to the casters because you got just as many fun powers as every one else. I'm glad some people love this new era of D&D, but the level to which they pretend fourth edition never happened, even its best parts, is really funny.
I have absolutely no idea how people could honestly believe so falsely and confidently that passives dont provide tactical depth. Ah, your right sentinal has no tactical depth when it comes to positioning? Push has no tactical depth on target choices? Its like everyone forget what the word "tactical" actually means
As a DM: I found ways. (1) with on-line gaming (ie: Roll20) I just put a marker on the creature. (2) in live games I grabbed all my old tokens from the (cursed?) days of D&D 4th Ed. Place a token next to the creature.
Or there going to have it incorporated into the app and it keeps track of it automatically. And it'll make dms concede in subscribing to a monthly service ( like Roll20)
I like getting up close and personal, I hope he’s right about not bogging the game down as someone is trying to use four weapons to do four different weapon masteries but I’m sure once you understand what your doing it will go faster.
This was what I hoping for: having the weapons *themselves* have properties that make them more unique and diverse, so that there's not as much of a 'solved' system that we currently have, and flavours the weapons more deeply at the same time.
I can actually watch this video without feeling seething loathing, a step up from most of the rest of them. So I guess I'll steal this for my 2014 5e games.
I'm excited for weapon masteries because dual wielding greatly benefits from it. Greatsword using fighters with the Great Weapon Master feat will probably still out perform in damage. But now dual wielders will have more utility when interacting with their opponents.
Will weapon mastery, in combination with feats, make 5.5Ed like 3.5Ed or Pathfinder? For example, Push would be very nice when combined with Polearm Master and Sentinel feats. Particularly if your warlock/wizard placed a Hunger of Hadar/ Wall of Fire correctly to not just irritate the enemy but block enemy's line of sight needed for things like nastier legendary reactions.
2:04 a: So you can throw three daggers? b: But think of all the options, and the flavor, and how this new edition is better than in the past... a: So you can throw three daggers?
I love the sound of weapon mastery features for martial classes, but I feel like it also takes away from the Battle Master subclass for fighter. The whole theme and reason for that subclass was the maneuvers to do these interesting things (making it imo one of the coolest subclasses in the game flavor wise and variability wise), so I hope there was some form of re-work for it so it doesn't get overshadowed by these new features.
Being a Battlemaster is an added layer atop the mastery properties, and if anything the masteries make the battlemaster feel more flexible, and opens up combos. If your base weapon has slow you can pick up trip attack to completely cripple their movement. If you have topple on your base weapon you can add a push maneuver to it, or add a trip maneuver to the push mastery. If you have the push mastery and disarming attack, you can disarm + push and then put yourself between them and their weapon. With Nick allowing you to do twin-weapon fighting without using your BA, Commander’s Strike and other bonus-action maneuvers are now viable with a twin-weapon fighting build. It’s all upside for the battlemaster, and really enhances the subclass fantasy.
So do you unlock the specific abilities, like slow on a longbow, or do you unlock the weapon? I'm thinking of possibilities with creating special or magic weapons that have different weapon mastery abilities than a standard weapon. For example: Goliath Longbow (has push ability of a crossbow instead).
So are we to understand that he's talking about using a different weapon each time he attacks with extra attack? For example, in one turn he may attack with a great axe to get that mastery benefit and then with a maul on his second attack? What DM would allow this and how goofy does it seem to switch weapons that often? I would not allow that as a DM.
This is great because most people would always choose the weapon that does the most damage, but Weapon Mastery properties allow people to choose the weapon that gives them the property that they might need at that moment!
I just call it five five like nine nine from Brooklyn Nine Nine. The reason they don’t want that is because 5e was revolutionary and got them the most amount of adoption. I don’t personally know anyone running anything other than 5e. Because of that they’re afraid if they call it a new version it will present to the community as an up or down vote which could totally undermine the new version if it goes badly. That’s why they use the term “glow up” and “wish fulfillment”. Because they’re walking a tight rope of, “we added a ton of stuff we think you’ll like” and “it’s the same version and you don’t have to be afraid of learning something completely new”
It will be in my campaign whether official or homebrew. I need more variety in enemies and giving them these weapon mastery effects would be dope. Claws, bites, tails, kicks, pounds, slaps, etc. will be funny and deadly
Now that my players are familiar with the system, from playing the Playtest Material, I will hit them with it from some rare/advanced enemies. I can't wait to see their faces 😆🤣
I would really like the fighter's mastery swapping properties with the same weapon come between hits, or at least between turns (giving a feeling of stance swap). Otherwise the class ends without an identity differential (even worse than the rogue, now with cunning strike). Even if you are a master of 6 weapons, using only one weapon at a time will not feel different from other classes that despite having only 2 masteries can still have other features working.
My only problem with the Nick property is they keep on saying use a dagger, I personally would rather use a scimitar that way it's d6 on both attacks instead of d6 d4, it's piercing and slashing but that only matters if the target is resistant to one or the other, and if that's the case it's usually both so who cares, the only other issue is that a dagger costs 2gp and the scimitar costs 25gp so it's difficult to start with the scimitar.
Would have been great if they worked on martial maneuvers that were tiered like spells that fighters and other martials could take. But I guess weapon masteries are as complicated as we can allow martials to get!
It's really galling that you can't acknowledge the people who have done the work you're building off. This isn't your idea, created out of whole cloth. This was refined in Pathfinder, and improved in a host of other systems. The ttrpg global community is so good *because* of this collaboration - stop acting like you're outside or on top of it.
I've been playing D&D since 1st edition & this is something new and exciting for non spellcasters. 5th edition seems to favor spellcasters and adding these Weapon Masteries will help balances game play in particular to give Fighters, Barbarians & Rangers that something extra that they've been missing. Im addition the Weapon Mastery feature initially appears like what all characters in the Baldur's Gate 3 game have. We shall see what happens next. ☮️
Seems that they finally brought back something akin to the weapon masteries in BECMI. Back then it wasn't just more damage, but also unlocking special properties. And fighters had more masteries at that time too. This new system has more versatility, but I think it will suffer from the same problem weapon specialization had in 1e, 2e, 3e and Pathfinder 1e, that is forcing you to use only or mostly the few weapons out of many dozens you have mastery with. Instead of broadening the possibilities of a character, this tends to fossilize it into a rather unflexible combat style for most of its career. I would have done things in reverse. Instead of unlocking masteries with single weapons, gaining access to the properties allowed by that weapon, I would have rather unlocked the single properties, being able to use each of them with whatever weapon has access to it and the character is proficient in.
From the ddb article showing how none of the masteries changed past UA it's a real shame to see how these are mostly defined by low level play, martials were generally fine in tier 1 in 2014, they needed better buffs in how they scale and compete with casters, rather than getting fairly nothingy abilities, now the previews of the world tree barbarian from the dungeon dudes gives some ideas of how later abilities can synergise with masteries gives me some hope, but it does feel weird to have this be so focused on immediate effect rather than a way to have characters specialise into their later lives.
I didn't know Rogues had some Weapon Masteries : that does change (for the better) my assessment or judgement of this new system. I wanted all weapons to be more useful and have a purpose instead of everyone using the same higher damage ones. This is a great improvement, even if naturally (read: it can never be) it is not 100% how I would have designed it (I rewrote a weapons table on the DM's Guild). Plus non-martial and non-rogues can take a Feat to unlock a Weapon Mastery, so that is nice.
Homebrew idea : maybe all characters could, only once per Short Rest, use one single Weapon Mastery property ... Similar to BG3, but more restricted (once all-around; not once per weapon type). **Or** maybe just once per day, to make sure martial and rogues feel unique. While those who unlocked them can use them at will (!, as stated in this interview).
I really hope they changed a blade singing wizard with these ideas, or a hexblade bard where the social elements comes out more in the rules rather than just having a strong roll thing.
And a wonderful thing that was NOT addressed in UA in regards to weapon mastery. if UA wasn't changed, then unarmed strike can auto-qualify for all of them. There is also MONK USING DAGGERS for dagger dagger dagger bonus action attack.
@@hrayz And any chance they had to address unarmed strike vs weapon master property has fallen short. Hence a rightful claim (until they say otherwise) that unarmed strike can use ANY weapon mastery. Best fluffed as monk via different unarmed striking techniques.
Need to see it in play cuz they nerfed the hell out of GWM and SS for this instead... Edit: seems interesting, bu if this was done to "fix" the GWM & SS meta, i hope these properties are equally useful cuz if not there will just be a different meta to deal with...
Push probably for that opportunity attack when they come in range if you have polearm mastery Although a fighter will normally learn push and a along with slow and another that I forgot as they level up
Hey man it's your game they just suggest rules for it. My table has always played if the players can do it the npc's can to, provided they meet whatever prerequisites to do/use the thing
Sounds like BG3's special attacks for each weapon type, but now it's per turn. Which sounds great because the per rest limit in BG3 makes me barely use them.
It’s actually amazing how good the combat system is in BG3. 5e could learn a lot.
@@mongoliandudeit feels like BG3 used a mix of 5e mechanics and some of the newer ones coming out that we don’t have access to on tabletop yet. I forget exactly what I could use an example, but I do remember thinking that multiple times throughout my playthrough that some of the way things work I’ve seen in UA instead of official 5e
was thinking same thing
They did incorporate the new rules into bg3.
I will never that, oh you swing a different way.. that will be 4 bottles of wine before i can do it again. 😂
That's great! What about Armor Mastery? Give me a reason to use Padded Armor or Spiked vs Scale vs Breastplate.
If people used weight mechanics in their games and weren’t human mules, there would be a huge difference between each of them :)
They just need to redefine each armor, perhaps give resistance to certain types of damage. For example:
Light Armor (Padded, Leather, Studded) - Resistance to bludgeoning from simple melee weapons
Medium Armor (Hide, Chain, Scale, Breastplate, Halfplate) - Resistance to bludgeoning and slashing from simple melee weapons
Heavy Armor (Ring, Chain, Splint, Plate) -Resistance to slashing, bludgeoning, piercing from simple weapons
They have that already. There's the medium armor mastery feat and the heavy armor master feat both are in the 2014 phb
You could homebrew along the lines of armor specialization effects from PF2e, I suppose -- e.g. 'plate' type armors giving a certain flat damage reduction (i.e. not proportional ala D&D resistance) vs. slashing damage, 'chain' type armor providing a greater damage reduction in comparison but only against critical hits from bludgeoning, etc.
@@Mr.HotDogShirtGuychain armor does absolutely nothing against bludgeoning damage IRL
What I like about this is that it gives more reason to use certain weapons over just having a bigger dice on damage. I know that for some people the argument will be that the weapons are all clearly different in scope and flavor, and as a DM I totally get that, but my PLAYERS do not come from heavy TTRPG backgrounds and for most of them a sense of progress is "Does it have more dice? Do more damage?" So I like how this gives an intuitive character to each weapon.
sadly its not much of a buff at all to martials due to how the feature is heavily invested into flexibility which encourages constant weapon switching to have any minor benefits.
It's going to make melee combat a lot more strategic, which is gonna be very interesting
@@Asaomar been playing with it, wouldnt neccasirly say so, It just makes you switch weapons every attack and turn.
though It does allow for more options , yes. but not most class or players intend to switch weapons constantly Especially if you have a magic weapon that is X type already.
@@CyberPunkBadGuy makes sense. While it definitely sounds like it can and probably will complicate things, it still sounds to me like it CAN make combat more strategic
@@Asaomar Yeah, it can . We ruled topple to be once per turn on my table in play tests. it working on each hit is just, role a CON SAVE everytime someone hits.
But honestly, it will just be more or less a push or a topple or a slow.
some people may just go VEX and call it a day.
Seeing a lot of misunderstanding around Nick: the writeup on DnD Beyond right now specifically says that Nick does not let you get three attacks. From the site--"Keep in mind that this doesn’t mean you can make a third attack as a Bonus Action, as the Light property specifies you only get one extra attack. But, while it may not pump your damage, this frees up your Bonus Action to use class/species abilities, such as the Rogue’s Cunning Action, while still getting an additional attack in."
In fact, but that does not mean that that's how it's in the book. We'll have to wait and see
@@matiasdelafuente3106dndbeyond is run by wotc.
pretty exhausting that they're already spreading contradictory information before the book even comes out when sage advice has been criticized for the very same problem for many years
@@matiasdelafuente3106 It's been confirmed that yes, that is how it works in the book.
@@kyleamielmateo2980 It happened with paladins as well. He said that Avenging Angel lasts 1 hour when in the new book, that is not true.
Was kinda hoping to see a revised list of which weapon got which Mastery, and the how each Mastery was reworked. But just a brief overview is fine for those that didnt follow the UA
@@strawbellebelle actually it seems that the prerequisites have been dropped, so they might be usable on any weapon type if you have a feature that lets you swap them
@@verduriteI think the only one that was able to swap them was fighter in the playtest
The list is the book
@@therandom58 they mentioned in their own page, anyone can retrain them. barbarian and fighters just learn more.
@@TheRayny huh. I see
Sap is good for Barbarians to counteract the advantage enemies have when they reckless attack.
Dagger dagger dagger!
The way that came up in the video, it seemed like he was asking if you can attack three times even with only one base attack. The UA rules say you can still only get one extra Light attack, but Jeremy didn't push back against the suggestion of three attacks, so that may have changed.
@@derektom14the new article on dndbeyond about weapon mastery aligns w the UA. Maybe he misspoke.
@@derektom14 Using UA rules, if you have Extra Attack, you can do Dagger, dagger, dagger, dagger but that wasn't what he was asking.
Mushroom mushroom!
Mushroom mushroom!
FINALLY WHIPS MIGHT BE USEFUL 😂 I can finally live out my Trevor Belmont/Ivy/Indiana Jones character RP.
They already were, for backline fighters such as Warlocks.
Hell yeah 😎
Whips mastery kinda sucky tho
Its crazy how many people in the comments seem to hate this 💀 I think its so much more flavorful and narrative for the game, absolutely brilliant!
I agree with you this sounds amazing I have been playing for 30 plus years
I also agree with you
I have several issues with it. 1- it’s absolutely going to slow combat down, especially the masters that add a saving through on every hit. 2- many of the masters don’t really make sense in terms of flavor. Why is a spear a vexing weapon? Who knows.
I guess we’ll see how it plays out but I feel like just giving Marshalls basic maneuvers would’ve been a much better solution.
I think it’s pretty sweet
@@a99barnseySpear is vexing because you can hit a weak point precisely, thus impairing the opponent’s next attack. That seems to be a theme of some of the piercing weapons.
Weapon swapping confirmed intended mechanic!
I've got the new PHB and it's never actually spelled out but I guess by combining these 2 parts:
Interacting with Things. You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe.
If you want to interact with a second object, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions.
> Unequip a Weapon as a free Object Interaction as you Move
Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don’t need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
> Equip a different Weapon as part of the Attack
graze sounds like it is gonna be a source of so much arguments at the table when combined with magical weapons that do extra stuff
I think it really just depends on how they set it up. If you're smart it's either just your strength modifier as damage even on a miss or 1/2 hit dice of your weapon class
Imo dm can just say "a clean blow".
Easily balanced
Based of the wording in the UA it probably wouldn't activate any other effects since it says the "grazed" damage is ability mod of the weapons type and can't be increased in any other way assuming that means the weapons other effects or your class features
Effects woth weapons usually say "on a hit" while the graze only triggers on a miss. Clearly and easily defined.
2nd Edition Dart/Dagger Fighter is back on the menu, boyz.
It's not, they got the rules as written wrong in this video. Light property only gives one extra attack whether it is as part of the action with Weapon mastery or as a Bonus action.
@@Satsujinki1973 ...well let me rephrase then without adjusting my level of exuberance. At the table where I DM 2nd Edition style Dart/Dagger fighter is back on the menu.
@@Satsujinki1973 Unless they changed dual wielding rules. In 2014 Light property didnt "give you" extra attack, so that alone suggest a change in overall mechanism.
@@MrJsatrzab Well, yeah they did. That's why we're getting the 2024 core books. They changed a lot of things. Have you not been paying attention?
@@Satsujinki1973
It seems like the design is to build out martial characters as low resource cost sustained damage dealers. Spellcasters get a lot more burst options while martials are mostly going to be dishing out the most consistent damage round after round. We will have to see if they manage to pull it off, but I think the design philosophy is sound.
So, exactly what we have now?
That's what we have now. Spellcasters can cast a cantrip each turn, sure, but martials weapons will mostly outdo cantrips in a decent campaign.
I just hope this tides the martials even more so to be that, because right now Martials need that help badly.
Honestly, I'm not even sure if that *is* a sound design philosophy for this kind of game. Burst damage is way way more valuable than sustained damage, since combats rarely run longer than 3-4 rounds, and most campaigns only do 2-3 combats a day unless they're super crunchy dungeon-crawler types (no shade, it's just not a common playstyle).
For this to really work, the martial sustained damage baseline needs to be way way above the caster's cantrip baseline, and burst damage options would need to be heavily restricted, like "you can cast Fireball once a day" restricted
@@heatran1919 its the default design in D&D since first edition with maybe an exception for 4th. Spellcasters can burst heavy damage or do some other high impact utility spells - but not all the time. And if they are alone, they will go down. Martials job is to deal consistent damage, deal with physical challenges without spending important resources and tank damage. If that design worked better or worse in different editions is a different question. The design assumes exactly the kind of adventure where you have more than 2-3 medium combats a day. That many people run different campaigns is honestly their problem. If you run D&D as intented, it actually kinda works, even in vanilla 5e already. People are just to stupid to use other systems for other playstyles, but thats honestly not on the designers.
@@TheOriginalDogLP what is this specific "as intended" playstyle that you're talking about? I'm sure the designers want people to play their game not just within the very narrow boundary of games with more than 2-3 combats a day.
Weapon mastery finally brings back the tactical crunch WotC dropped from 5e when moving on from 4th. Pushing and repositioning enemies with an attack? Oh hell yes.
💪
I need nick explained in more detail. Example: short sword and dagger combo on a Rogue. 1 attack, hit with short sword, vex gives me advantage on next attack (sneak attack anyone), does the dagger go on that attack action because of nick, or did I have to use the dagger first and hit with it for the nick to kick in an I can use the short sword on that same attack action. I hope it goes: short sword - vex then dagger with advantage and on the same attack action because nick then bonus action disengage and retreat, because sneak attack every turn like this is what I want.
I've playtested this and it's flipping brilliant. Nick is jaw-droppingly good on a rogue.
I really like the Longsword on the Strength based Rogue. Sneak attack at range or with daggers, but once in combat, use the Longsword and deal some decent damage. Just for fun!
@@strawbellebelle That wasn't my experience at all. I used feats to get a Heavy Crossbow, which I used a LOT and to great effect, and using a Rapier with a shield was excellent.
@@strawbellebelle that's bad
To get sneak attack you need to be using a Finesse or ranged weapon, so unfortunately a longsword doesn't work, but that's not a crazy homebrew you can do, it's a simple one and it doesn't change many things so it should be fine for your DM to allow it @Sorrynottsorry247
@@strawbellebelle Everyone, keep in mind this is an opinion of an optimizer. Sure, it may have been theh best in the UA currently, but it's not as if the other choices are bad ones, just not as good. So ignore this persons ridiculous post at your leisure.
Reminds me of BG3, i like it
They developed these alongside side Larian which probably why
I have no doubt the Larian team was privy to a lot of the ideas this team was working on for 2024 and vice cersa.
Reminds me of the Companion and Master rules for the old basic D&D line. I like it.
At 02:03 this information is conflicting with the description of weapon masteries blog post on D&D Beyond. Where Todd comments that you can still use your bonus action to make a third attack, with Jermey agreeing. While the blog post mentions it specifically doesn’t allow you to make a third attack. Can this please be clarified?
You can use your Bonus Action to make an eligible attack such as an attack with your off-hand weapon or using the Rogue's Cunning Action. Otherwise, a normal regular attack cannot be taken using your Bonus Action, it has to be taken with a standard action action or an Extra Attack as defined by 5th level and beyond martial classes.
Love that they added pistols and muskets to the weapon list, I would have loved to have seen the double bladed scimitar added too, but maybe we’ll get that in a future source book.
My best guess is it will be in the next Eberron book, as the elven double blade was in Eberron 5e
I guess at a pseudo-Renaissance tech level in most D&D worlds, they couldn't ignore firearms anymore. Also, Percy from Critical Role is really popular.
@@VinceValentine It's easier to balance firearms at this stage than it is later on. And just treat them like crossbows (more powerful than a bow, but you need a feat to use multiple attacks in a round).
@@Kylora2112 But probably more damage than a crossbow. Firearms packed a punch in the 2014 DMG.
@@VinceValentine Iirc they have a shorter range to compensate.
Well, this is why dnd keeps improving ttrpgs.
I'm in with this new iteration of the game. Waaaay better than 2014
This all sounds really great! More tactical (and teamwork) options without a negative impact on game speed.
provided the characters are smart/etc enough to think tactically, NOT the players.
or just send in the fighter with the 2 handed sword and watch him do the same as in TESO trailer XD obliberate an ENTIRE TEAM ALONE.
I really like the diversity added by the weapon masteries. It really does a lot in terms of making the choice of weapon matter.
However I have one nitpick. The way you can get multiple masteries for different weapons and being able to combo these weapons is neat, however I kind of miss the fantasy to train and become exceptionally good with one kind of weapon instead of being moderately skilled with multiple kinds of weapon. I would like a system where a weapon can have a few available masteries you can choose from and when you get another mastery, you can choose to get one from a new type of weopon or get a second mastery for your old weapon.
I hope there is/will be some kind of "weapon specialist" feat that builds on a character who wants focus on just one thing.
Has anyone seen any clarifications or specific wording for how duel wielding and the nick feature works? I've been playing with a vex in main hand and I'm nick in the office hand and am now being told that nick has to be the main hand. The handbook specifically talks about the offhand attack for the nick property so I don't see why it needs to be the main hand.
While I like the idea of weapon choice and the mastery option having more impact than just damage, I really would have liked a tactical system that provided these options as a choice during combat.
Just saying that a dagger is light so you get an extra attack isn't as interesting to me as allowing the player to choose to attack quick, hit powerfully, defensively move or to stun/disable as the situation arises. I also would like it to have something that makes it a bit more risky to use like a failure to hit give others advantage to hit you. The way they explained mastery is it just gives you a bonus on your attack with no drawbacks.
Providing more options and emphasis to what choices you make during combat rather than just piling on more stuff your attack does would be so much more fun to me.
I'm in a level 12 campaign with playtest right now and built a Cleric 7/Ranger 5 with magic initiate to set up a Shillelagh club and scimitar. I just assumed that if you used the nick property you didn't get the bonus action attack as well. If so it makes the second round crazy. Already was doing crazy damage with 3 attacks a round.
During playtest, nick specifically said that you only get to make 1 off-hand attack per turn. If it is the same, it would simply free up the bonus action for something else but not give you 2 extra attacks instead of 1.
Narokh is right, but jeremy (perhaps unintentionally) seemed to imply that the once per round restriction may be gone. But he might have just been confused. Its happened before
Yes agreed. It doesn't make much sense to get the bonus action attack as well.
Seems like the weapon masteries are on DnD beyond now, and it does specifically say that you don't get another bonus attack, so it must be a simple mistake in the video.
How does Cleric and Shillelagh boost your damage over normal TWF in this setup?
@@NageIfar in the playtest, Cleric is an extra d8 once per turn at level 7 with blessed strikes. Also you can then later bonus action a spirit shroud. For Shillelagh since I'm level 12 it changes the die to a D12 and you can put that on a club which is a light weapon. Pair that with scimitar for nick. Two club attacks at D12, add a d8, then a scimitar attack. Picked up TWF from Ranger. If you get spirit shroud then there is a buff there on each hit too. I have gloomstalker and trickery domain as sub classes to help handle getting advantage on all the attacks too.
I can’t wait to see the shortsword dagger dual wielding
What If Dungeons and Dragons (D&D) fans were to design steampunk weapons with magic crystals, it would likely result in a fascinating blend of science fiction, fantasy, and role-playing game mechanics. Here's a possible take on what such designs might look like:
*Steampunk Firearms with Magic Crystals*
1. *Crystal-Tipped Aether Rifles*: Rifles with crystals embedded in the barrel, amplifying the user's magic and allowing for more accurate shots or increased damage.
2. *Gemstone-Encrusted Steam Pistols*: Pistols with gemstones set into the grip or barrel, granting the user resistance to certain elements or amplifying their magical abilities.
3. *Arcane Clockwork Shotguns*: Shotguns with intricate clockwork mechanisms and crystals that amplify the user's magic, allowing for more devastating blasts or increased range.
4. *Magical Resonance Cannons*: Large, steam-powered cannons that use magic crystals to resonate with the user's magic, dealing massive damage to targets.
*Magical Properties*
1. *Elemental Damage*: Firearms with magic crystals deal bonus damage to targets vulnerable to certain elements (e.g., fire, ice, lightning).
2. *Magical Penetration*: Firearms with magic crystals ignore or reduce the target's magical resistance.
3. *Increased Accuracy*: Firearms with magic crystals provide bonus accuracy or critical hit chance.
4. *Ammunition Conjuration*: Firearms with magic crystals can conjure ammunition, eliminating the need for reloading.
*Steampunk-Inspired Magical Materials*
1. *Aetherium*: A rare, glowing metal that amplifies magical energy.
2. *Crystalix*: A type of crystal that resonates with magical energy, increasing the user's spellcasting abilities.
3. *Steamstone*: A type of stone that absorbs and stores steam energy, allowing for more efficient use of steam-powered devices.
4. *Gearhive*: A type of metal alloy that contains intricate, swirling patterns of gears, amplifying the user's magical abilities related to machinery and engineering.
*Balancing Steampunk Magical Firearms*
1. *Rarity and Accessibility*: Limit the availability of magical firearms to rare or unique items, making them difficult to acquire.
2. *Casting Requirements*: Require the user to have specific magical abilities or spellcasting levels to wield the firearm effectively.
3. *Ammunition and Maintenance*: Introduce unique ammunition types or maintenance requirements for magical firearms, making them more challenging to use.
4. *Balance with Existing Magic*: Ensure that magical firearms don't overshadow existing magical abilities or items in the campaign.
_Crystals with Magic Elements_
1. _Aerocrystal_: A crystal imbued with the element of air, granting firearms the ability to fire projectiles that deal bonus damage to flying targets or create powerful gusts of wind.
2. _Pyrocrystal_: A crystal imbued with the element of fire, allowing firearms to fire flaming projectiles, deal bonus damage to flammable targets, or even ignite explosive gases.
3. _Hydrocrystal_: A crystal imbued with the element of water, granting firearms the ability to fire icy projectiles, create waves, or even freeze targets solid.
4. _Geocrystal_: A crystal imbued with the element of earth, allowing firearms to fire projectiles that deal bonus damage to structures or earth-based targets, or even create small earthquakes.
5. _Electrocrystal_: A crystal imbued with the element of lightning, granting firearms the ability to fire electrical blasts, deal bonus damage to metal targets, or even stun enemies.
6. _Necrocrystal_: A crystal imbued with the element of death, allowing firearms to fire projectiles that deal bonus damage to undead targets, or even drain the life force of living targets.
7. _Chronocrystal_: A crystal imbued with the element of time, granting firearms the ability to fire projectiles that manipulate time, slow down or speed up targets, or even bend the fabric of space-time.
_Crystal Properties_
1. _Elemental Resonance_: Crystals resonate with the user's magic, amplifying their abilities and granting bonus damage to targets vulnerable to the crystal's element.
2. _Magical Amplification_: Crystals amplify the user's magic, increasing the effectiveness of their spells and abilities.
3. _Elemental Resistance_: Crystals grant the user resistance to certain elements, reducing damage taken from elemental attacks.
4. _Ammunition Conjuration_: Crystals can conjure ammunition, eliminating the need for reloading.
_Balancing Crystals with Magic Elements_
1. _Crystal Rarity_: Limit the availability of crystals with magic elements to rare or unique items, making them difficult to acquire.
2. _Crystal Attunement_: Require the user to attune themselves to the crystal, spending time and resources to unlock its full potential.
3. _Crystal Overheat_: Implement a crystal overheat mechanic, where crystals can overheat and become unusable if used excessively.
4. _Elemental Balance_: Ensure that each element has its strengths and weaknesses, preventing any one element from becoming overpowered.
This is the change that really made me want to run 1DnD, sounds like a grand old time for combat classes especially
Make martials far better without affecting casters. I love it.
So, this might be a stupid question, but I would appreciate the clarification!
Does a fighter have to use the specific weapon to use the corresponding mastery? An example would be, if I want to use the push mastery, I have to use a weapon with that kind of mastery? Same goes for slow and graze?
Or
(with the weapon mastery at level 1) can a fighter get the choice of three weapon mastery’s while using let’s say a sword only? So if they swipe with a sword they can choose between slow, push, topple per hit?
I appreciate the help!
What If Dungeons and Dragons (D&D) fans were to design guns from the 14th to 19th centuries with magic crystals, it would likely result in a fascinating blend of historical firearm design, fantasy elements, and role-playing game mechanics. Here's a possible take on what such designs might look like:
*Magical Firearms*
1. *Crystalline Flintlocks*: Flintlock pistols and rifles with crystals embedded in the stock or barrel. These crystals could amplify the user's magic, allowing for more accurate shots or increased damage.
2. *Gemstone Muzzleloaders*: Muzzleloading guns with gemstones set into the muzzle or breech. These gemstones might grant the projectiles magical properties, such as fire, ice, or lightning.
3. *Aetherial Revolvers*: Revolvers with crystals or gemstones embedded in the cylinder or frame. These aetherial revolvers could fire magical projectiles, such as energy blasts or enchanted bullets.
4. *Runed Rifles*: Rifles with intricate runes etched into the barrel or stock. These runes might grant the user increased accuracy, speed, or damage when firing the rifle.
*Magical Properties*
1. *Elemental Damage*: Guns imbued with elemental crystals (e.g., fire, ice, lightning) could deal bonus damage to targets vulnerable to those elements.
2. *Magic Penetration*: Guns with crystals that amplify magic could ignore or reduce the target's magical resistance.
3. *Increased Accuracy*: Guns with crystals that enhance the user's aim could provide bonus accuracy or critical hit chance.
4. *Ammunition Conjuration*: Guns with crystals that manipulate reality could conjure ammunition, eliminating the need for reloading.
*Balance and Gameplay*
To balance these magical firearms within a D&D campaign, consider the following:
1. *Rarity and Accessibility*: Limit the availability of magical firearms to rare or unique items, making them difficult to acquire.
2. *Casting Requirements*: Require the user to have specific magical abilities or spellcasting levels to wield the gun effectively.
3. *Ammunition and Maintenance*: Introduce unique ammunition types or maintenance requirements for magical firearms, making them more challenging to use.
4. *Balance with Existing Magic*: Ensure that magical firearms don't overshadow existing magical abilities or items in the campaign.
Crystals with magic elements could add a new layer of depth to your magical firearms. Here's a possible take on what such crystals might look like:
*Crystal Types*
1. *Aerocrystal*: Air-element crystal, granting firearms the ability to fire projectiles that deal bonus damage to flying targets or create powerful gusts of wind.
2. *Pyrocrystal*: Fire-element crystal, allowing firearms to fire flaming projectiles, deal bonus damage to flammable targets, or even ignite explosive gases.
3. *Hydrocrystal*: Water-element crystal, granting firearms the ability to fire icy projectiles, create waves, or even freeze targets solid.
4. *Geocrystal*: Earth-element crystal, allowing firearms to fire projectiles that deal bonus damage to structures or earth-based targets, or even create small earthquakes.
5. *Electrocrystal*: Lightning-element crystal, granting firearms the ability to fire electrical blasts, deal bonus damage to metal targets, or even stun enemies.
6. *Necrocrystal*: Death-element crystal, allowing firearms to fire projectiles that deal bonus damage to undead targets, or even drain the life force of living targets.
7. *Chronocrystal*: Time-element crystal, granting firearms the ability to fire projectiles that manipulate time, slow down or speed up targets, or even bend the fabric of space-time.
*Crystal Properties*
1. *Elemental Resonance*: Crystals resonate with the user's magic, amplifying their abilities and granting bonus damage to targets vulnerable to the crystal's element.
2. *Magical Amplification*: Crystals amplify the user's magic, increasing the effectiveness of their spells and abilities.
3. *Elemental Resistance*: Crystals grant the user resistance to certain elements, reducing damage taken from elemental attacks.
4. *Ammunition Conjuration*: Crystals can conjure ammunition, eliminating the need for reloading.
*Balancing Crystals with Magic Elements*
1. *Crystal Rarity*: Limit the availability of crystals with magic elements to rare or unique items, making them difficult to acquire.
2. *Crystal Attunement*: Require the user to attune themselves to the crystal, spending time and resources to unlock its full potential.
3. *Crystal Overheat*: Implement a crystal overheat mechanic, where crystals can overheat and become unusable if used excessively.
4. *Elemental Balance*: Ensure that each element has its strengths and weaknesses, preventing any one element from becoming overpowered.
By incorporating magical firearms with crystals into your D&D campaign, you can add a new layer of excitement and strategy to combat encounters. Just remember to balance these powerful items to maintain a fun and challenging experience for all players.
Are weapon wielding monsters going to have access to weapon mastery? (I know as DM I can deem it so)
I can not see why intelligent nimesi would not use weapon masteries. Anything else would,be dumb!
Been using it in the playtests across 3 campaigns. Everyone loves it so far!
We have been trying the Playtest Material from the start of it.
I still have to ask/remind our fighter Every Hit to add the Mastery Property... They just can't remember all these abilities at once... 😂
So swapping weapons is an unlimited free action? As a fighter with 8 attacks, I can use 8 different weapons on those attacks? In 6 seconds?
Realistically you couldn't carry that many on your person.
Unless it's a bandolier of daggers....I'd allow that as a DM 😂
I hope that the DC for some of the things they can do actually has progress like magic users, some things that can modify them like feat, or maybe even some features from the class taht could increase that, hope it is cool.
Wait, the interaction at 2:00 makes it sound like Nick is giving you an additional attack on top of what you could already do. Like, Attack action includes mainhand and nick offhand, bonus action offhand? Is that really what you mean? Please clarify, that’s an important bit of info.
Yeah, thats what they said
That's the intended use, if you choose. Attack Action, free Nick attack, Bonus Action Offhand attack. So you can either have 3 attacks or still have 2 attacks and a free Bonus Action to use however you want.
It has been confirmed in a follow up article that this was a flub. You do not get 3 attacks at level 1. Nick is still super good though, freeing up the BA is so incredibly good, especially with the changes to the light property.
@@the_twig131 Do you have a link to the article?
That is what it sounds like. So a rogue would be able to main hand shortsword attack, giving advantage to his OH dagger attack as part of the same attack action, then make a third attack as a BA (possibly with the shortsword) but have no dex modifier on the damage of the BA or dagger attack.
The Yklwa, The hoopak and the double bladed scimitar need a mastery property as well. I hope we get them as a free source pack.
Do monsters have access to these weapon masteries???
they will in my game
Are more power and more complexity for player characters really what the game needed? Will this lead to even slower combats but with even less danger? Won't this be a steeper hill to climb for newbies? I hope the DMG has massive utility and the MM really brings the hurt.
5e actually reduced the difficulty and complexity of the game in order to get newer players into the game, this is simply building back up with the broader audience they have built up since 2014
Very nice. Adds more to a weapon than a numerical bonus to what I am or am not proficient with.
I'm so gonna make all my enemies have mastery too. This will cut both ways and I'm going to love it. Various armaments for a goblin or hobgoblin group will absolutely make me evil-giggle.
imagine a team of people running longbows and crossbows, the monsters stand 0 chance.
I can't help but feel that players are going to love this and DMs are going to hate it.
im going to love it as a DM, because monsters and enemies get this as well ;)
Anything players can do, NPCs can do. Multiclass tank/wizards popping Shield spells for AC25 will hate 1st level fighters still Grazing them and require concentration saving throws.
Probably. TSR editions had these Expert/Mastery options as well, but I don't know anyone who used them. In fact, TSR also had a chart showing the modifiers of which weapons were effective/ineffective on various armor.
Honestly, weapon mastery is one of the things I've liked the least from the UA playtests.
As nice as it is to try to give martial characters more tactical options, some of these properties just don't make any sense thematically, and others are just too powerful.
I hit ? Topple!
I hit? Topple!
I HIT!? TOPPLE!!!!!
ZZZZZZZZZzzzzzzzzzzzzzz
lmao
Yea, I hate the crossbow knockback with a passion. An arrow has no shot in hell to send a person stumbling back even two feet, let alone sending them flying ten feet. Realistically, the most you'll move getting hit even with a high draw weight bow or crossbow would be flinching backwards a bit.
@@thegamesforreal1673 Yes, that is perhaps the most egregious example in terms of realism. All of the push weapons push too far, compared to the basic shove action.
The vex weapons are also pretty busted. People really underestimate how impactful advantage is, and when all you have to do is hit it snowballs out of control pretty quickly.
They say the goal was to make martial combat more tactical, but all they really did was make those classes more powerful and less realistic. There are better ways to make martial tactics more interesting, imo.
@@sk8rdman That's what really gets me. They wanted to make it more tactical, but they just give you a continuous, always-on on-hit effect. That's not tactical, that's just a buff. Which is fine, martials needed a buff, but don't call it tactical lmao there's no decision making DURING combat here except for weapon swapping which is a very specific class fantasy that not everyone wants to do.
@@thegamesforreal1673 YEEEEP.
playing with weapon mastery in many games now.
basically my guys just weapon swap like crazy for topple then attack a prone guy.
so these weapon mastery properties have unlimited use, like cantrips, but can also be used multiple times per round, which is an improvement over cantrips? and are even more powerful for being able to add cantrip-like value to an action ON TOP of their actual damage? did they buff cantrips to account for this at all?
in my campaign i use , 3.5 epic handbook awesome properties and ego of weapons , +11 and higher has an ego high enough to act like Mjolnir. but advantage is already something the rouge player should already have, so +3 would be better if they already have advantage.
I hope there are more options for protecting your allies and locking down enemies. My favorited build atm is a Paladin with the UA Dragonlance feats to get the Taunt manoeuvrer a few times per day to throw down the gauntlet at foes and prevent them from hitting allies as hard
Was just having this conversation with a friend as i read this
Thank you for these options! This is great!
Weapon mastery is great because it gives the martial classes something extra they can do in and out of combat. You can use some of these masteries outside of combat by choosing to do no damage but still use the mastery property like push or knock prone.
Where is the 3 book digital and physical bundle for the UK? We seem to get the shaft with only the ability to purchase each book as a separate bundle (physical and digital) for £59.99 each ... :(
I really hope Unarmed has at least a master equivalent mechanic
It's very fun to talk about how this tactical depth has never happened for weapon focused characters, except that a lot of these are essentially just passives that don't really provide tactical depth at all AND it totally ignores the fact that in fourth edition the martial characters actually had equal tactical depth to the casters because you got just as many fun powers as every one else. I'm glad some people love this new era of D&D, but the level to which they pretend fourth edition never happened, even its best parts, is really funny.
I have absolutely no idea how people could honestly believe so falsely and confidently that passives dont provide tactical depth. Ah, your right sentinal has no tactical depth when it comes to positioning? Push has no tactical depth on target choices? Its like everyone forget what the word "tactical" actually means
This sounds like a nightmare for the DM to remember whose sapped and whose slowed and whose stunned etc
As a DM: I found ways.
(1) with on-line gaming (ie: Roll20) I just put a marker on the creature.
(2) in live games I grabbed all my old tokens from the (cursed?) days of D&D 4th Ed. Place a token next to the creature.
Or there going to have it incorporated into the app and it keeps track of it automatically. And it'll make dms concede in subscribing to a monthly service ( like Roll20)
Put a marker on the afflicted mini and/or on their initiative tracker. Pretty easy if you ask me.
My Paladin just got the 2024 update, and I need to learn if I'm a sword Master or a spiked mace master.
Makes me wonder what made them decide to go with straight borders on their artwork versus the faded/splotchy boarders in the 2014 PHB.
I like getting up close and personal, I hope he’s right about not bogging the game down as someone is trying to use four weapons to do four different weapon masteries but I’m sure once you understand what your doing it will go faster.
If you add push to the crossbow then you have to consider the distance. A tired bolt can't push anyone
This was what I hoping for: having the weapons *themselves* have properties that make them more unique and diverse, so that there's not as much of a 'solved' system that we currently have, and flavours the weapons more deeply at the same time.
I am curious to know how/if the Pact of the Blade Warlock, now an invocation, will be able to unlock/gain access to Weapon Mastery.
I can actually watch this video without feeling seething loathing, a step up from most of the rest of them. So I guess I'll steal this for my 2014 5e games.
I'm excited for weapon masteries because dual wielding greatly benefits from it. Greatsword using fighters with the Great Weapon Master feat will probably still out perform in damage. But now dual wielders will have more utility when interacting with their opponents.
Will weapon mastery, in combination with feats, make 5.5Ed like 3.5Ed or Pathfinder? For example, Push would be very nice when combined with Polearm Master and Sentinel feats. Particularly if your warlock/wizard placed a Hunger of Hadar/ Wall of Fire correctly to not just irritate the enemy but block enemy's line of sight needed for things like nastier legendary reactions.
I've been a bit iffy on some of the class changes so far, but I absolutely LOVE the whole Weapon Mastery system!
There are going to be some very interesting combos with the weapon mastery. I cant wait to sew what an eldritch knight can do combined with these WM.
2:04
a: So you can throw three daggers?
b: But think of all the options, and the flavor, and how this new edition is better than in the past...
a: So you can throw three daggers?
I love the sound of weapon mastery features for martial classes, but I feel like it also takes away from the Battle Master subclass for fighter. The whole theme and reason for that subclass was the maneuvers to do these interesting things (making it imo one of the coolest subclasses in the game flavor wise and variability wise), so I hope there was some form of re-work for it so it doesn't get overshadowed by these new features.
Being a Battlemaster is an added layer atop the mastery properties, and if anything the masteries make the battlemaster feel more flexible, and opens up combos.
If your base weapon has slow you can pick up trip attack to completely cripple their movement.
If you have topple on your base weapon you can add a push maneuver to it, or add a trip maneuver to the push mastery.
If you have the push mastery and disarming attack, you can disarm + push and then put yourself between them and their weapon.
With Nick allowing you to do twin-weapon fighting without using your BA, Commander’s Strike and other bonus-action maneuvers are now viable with a twin-weapon fighting build.
It’s all upside for the battlemaster, and really enhances the subclass fantasy.
Graze is going to be incredible for poisoner builds. The poison ALWAYS triggers!
Spreading DoTs!
So do you unlock the specific abilities, like slow on a longbow, or do you unlock the weapon? I'm thinking of possibilities with creating special or magic weapons that have different weapon mastery abilities than a standard weapon. For example: Goliath Longbow (has push ability of a crossbow instead).
In the Playtest, the Weapon had the Property. You unlock the Weapon. Use the Property when you use that Weapon.
So are we to understand that he's talking about using a different weapon each time he attacks with extra attack? For example, in one turn he may attack with a great axe to get that mastery benefit and then with a maul on his second attack? What DM would allow this and how goofy does it seem to switch weapons that often? I would not allow that as a DM.
I think scimitars are going to be my favorite weapon going forward if it has they have the nick property.
This is great because most people would always choose the weapon that does the most damage, but Weapon Mastery properties allow people to choose the weapon that gives them the property that they might need at that moment!
I’m getting a bit tired of them saying “the 2014 rules” and “the 2024 rules.” Can’t they just call this 5.5e or 6e and move on?
I've started calling it 5.5
I just call it five five like nine nine from Brooklyn Nine Nine.
The reason they don’t want that is because 5e was revolutionary and got them the most amount of adoption. I don’t personally know anyone running anything other than 5e. Because of that they’re afraid if they call it a new version it will present to the community as an up or down vote which could totally undermine the new version if it goes badly.
That’s why they use the term “glow up” and “wish fulfillment”. Because they’re walking a tight rope of, “we added a ton of stuff we think you’ll like” and “it’s the same version and you don’t have to be afraid of learning something completely new”
@@alexmcclead7012 FIVE FIVE! ✋🤚
So is this available for certain monsters too? Not the run of the mill mooks, but captains and bosses
It will be in my campaign whether official or homebrew. I need more variety in enemies and giving them these weapon mastery effects would be dope. Claws, bites, tails, kicks, pounds, slaps, etc. will be funny and deadly
Now that my players are familiar with the system, from playing the Playtest Material, I will hit them with it from some rare/advanced enemies.
I can't wait to see their faces 😆🤣
I would really like the fighter's mastery swapping properties with the same weapon come between hits, or at least between turns (giving a feeling of stance swap). Otherwise the class ends without an identity differential (even worse than the rogue, now with cunning strike).
Even if you are a master of 6 weapons, using only one weapon at a time will not feel different from other classes that despite having only 2 masteries can still have other features working.
Hopfully Fighter is choosing what masteries to use when they hit and not after a long rest like it was during play test.
My only problem with the Nick property is they keep on saying use a dagger, I personally would rather use a scimitar that way it's d6 on both attacks instead of d6 d4, it's piercing and slashing but that only matters if the target is resistant to one or the other, and if that's the case it's usually both so who cares, the only other issue is that a dagger costs 2gp and the scimitar costs 25gp so it's difficult to start with the scimitar.
Would have been great if they worked on martial maneuvers that were tiered like spells that fighters and other martials could take. But I guess weapon masteries are as complicated as we can allow martials to get!
It's really galling that you can't acknowledge the people who have done the work you're building off. This isn't your idea, created out of whole cloth. This was refined in Pathfinder, and improved in a host of other systems. The ttrpg global community is so good *because* of this collaboration - stop acting like you're outside or on top of it.
I've been playing D&D since 1st edition & this is something new and exciting for non spellcasters. 5th edition seems to favor spellcasters and adding these Weapon Masteries will help balances game play in particular to give Fighters, Barbarians & Rangers that something extra that they've been missing. Im addition the Weapon Mastery feature initially appears like what all characters in the Baldur's Gate 3 game have. We shall see what happens next.
☮️
Seems that they finally brought back something akin to the weapon masteries in BECMI. Back then it wasn't just more damage, but also unlocking special properties. And fighters had more masteries at that time too.
This new system has more versatility, but I think it will suffer from the same problem weapon specialization had in 1e, 2e, 3e and Pathfinder 1e, that is forcing you to use only or mostly the few weapons out of many dozens you have mastery with. Instead of broadening the possibilities of a character, this tends to fossilize it into a rather unflexible combat style for most of its career.
I would have done things in reverse. Instead of unlocking masteries with single weapons, gaining access to the properties allowed by that weapon, I would have rather unlocked the single properties, being able to use each of them with whatever weapon has access to it and the character is proficient in.
this is good. definitely gives different weapons more viability instead of “what has the best damage rolls”
What am I looking at
Dnd 5.5e? is this the one dnd I was hearing about?
D&D 5th Ed 2024
This will not have all things Fromond D&D,muut some parts from it.
From the ddb article showing how none of the masteries changed past UA it's a real shame to see how these are mostly defined by low level play, martials were generally fine in tier 1 in 2014, they needed better buffs in how they scale and compete with casters, rather than getting fairly nothingy abilities, now the previews of the world tree barbarian from the dungeon dudes gives some ideas of how later abilities can synergise with masteries gives me some hope, but it does feel weird to have this be so focused on immediate effect rather than a way to have characters specialise into their later lives.
Ive gotta admit this is one of the changes im most excited for of the ones ive heard.
so how will these new releases work with dnd beyond? will features from the old books be removed and replaced with the new stuff?
I didn't know Rogues had some Weapon Masteries : that does change (for the better) my assessment or judgement of this new system. I wanted all weapons to be more useful and have a purpose instead of everyone using the same higher damage ones. This is a great improvement, even if naturally (read: it can never be) it is not 100% how I would have designed it (I rewrote a weapons table on the DM's Guild). Plus non-martial and non-rogues can take a Feat to unlock a Weapon Mastery, so that is nice.
Homebrew idea : maybe all characters could, only once per Short Rest, use one single Weapon Mastery property ... Similar to BG3, but more restricted (once all-around; not once per weapon type). **Or** maybe just once per day, to make sure martial and rogues feel unique. While those who unlocked them can use them at will (!, as stated in this interview).
I really hope they changed a blade singing wizard with these ideas, or a hexblade bard where the social elements comes out more in the rules rather than just having a strong roll thing.
And a wonderful thing that was NOT addressed in UA in regards to weapon mastery. if UA wasn't changed, then unarmed strike can auto-qualify for all of them. There is also MONK USING DAGGERS for dagger dagger dagger bonus action attack.
The Mastery Property was on the Weapon, not just "any attack".
@@hrayz And any chance they had to address unarmed strike vs weapon master property has fallen short. Hence a rightful claim (until they say otherwise) that unarmed strike can use ANY weapon mastery. Best fluffed as monk via different unarmed striking techniques.
I wonder if certain enemies have weapon Masteries
I have never played a weapon based character but will be soon and this makes me super excited for it!!!
Hi, question. Have more options been added for mastery since playtest?
I found the d8 martial weapons had several overlapping options
The opposite actually, Flex was cut so those weapons apparently are getting one of the other masteries.
so is the whip finally getting upped into a non-meme weapon? (excluding min-max builds, i've seen those)
Even when it doesn't show his face you can tell he is pushing up his glasses when he pauses while talking. 😂
Is this not a feature in PF2, along with background feats?
My thoughts exactly this sounds pretty much like weapon properties that were in the base game pf2e
Need to see it in play cuz they nerfed the hell out of GWM and SS for this instead...
Edit: seems interesting, bu if this was done to "fix" the GWM & SS meta, i hope these properties are equally useful cuz if not there will just be a different meta to deal with...
As a DM I’m going to love this system because I can have boss fights be even more interesting 😂
Is there one for improvised weapons? Please I'll do anything.
This makes non-magical characters so much more interesting to play in combat!!
What mastery would be best on a polearm master based build?
Push probably for that opportunity attack when they come in range if you have polearm mastery
Although a fighter will normally learn push and a along with slow and another that I forgot as they level up
My question is do monsters have access to this? Could a hobgoblin have crossbow mastery?
Hey man it's your game they just suggest rules for it. My table has always played if the players can do it the npc's can to, provided they meet whatever prerequisites to do/use the thing
Now that my players are used to the system, from the Playtest, I will hit them with an enemy doing it back.
I can't wait to see their faces! 🤣
I hope this isn't a "all martial classes have it at level one" because this sounds like a high level thing for already established builds