Inhalt
Advanced weapon mastery is a system that grants new techniques to warriors, representing their dedication to combat and skill with a favoured weapon property. It opens up new pathways for players to explore creativity, flavour, and gameplay options, while also reducing some of the power imbalance between martial and spellcasting classes that can emerge at higher levels.
Martial Levels
Ryoko's Guide separates classes into three tiers: full-martial, half-martial, and non-martial.
- Barbarians, Fighters, Monks and Rogues
- Benders, Paladins and Rangers
- Bards, Clerics, Druids, Sorcerers, Tamers, Warlocks and Wizards
If you have a subclass feature or eldritch invocation that gives you the ability to attack more than once when you take the Attack action (such as the Extra Attack feature), you are considered a half-martial character for the purposes of advanced weapon mastery, even if you belong to a non-martial class. You become a half-martial class in this way when you select the subclass or invocation that grants this feature. For example, a wizard who chooses the School of Shinobi subclass becomes a half-martial when it chooses this subclass at level 2, not when it gains the Extra Attack feature at level 6
- Your martial level dictates the levels at which you unlock advanced weapon mastery advanced techniques. You determine your martial level by adding together all your levels in the full-martial classes and half your levels in half-martial classes (rounded down). For example, a character that has multiclassed as a fighter 3/ranger 7 has a martial level of 6.
- Advanced techniques are special manoeuvres associated with a weapon property. A character can perform a technique with any weapon that possesses that property, provided the character is proficient with that weapon, has learned the technique, and meets its prerequisites. For example, a character that chooses the Dizzying Strike advanced technique from the Impact technique tree can perform the Dizzying Strike with any weapon that has the Impact property with which they are proficient.
- Whenever you use an advanced technique that forces a target to make a saving throw, it is against your martial save DC, which is calculated using any modifiers to your attack rolls with the weapon you are using to perform the technique. This includes your proficiency bonus, your ability modifier (typically Strength or Dexterity, but effects like the shillelagh cantrip could change this), attack roll bonuses if the weapon is magical, or other effects currently affecting you or the weapon. It does not include any bonuses that rely on die rolls, such as the effect of the bless spell or Bardic Inspiration. Martial save DC = 8 + your proficiency bonus + your ability modifier + other attack roll bonuses
- Some of the advanced techniques in this chapter reduce the critical hit threshold of an attack. Usually, a critical hit is scored on a roll of a 20 on the d20. When a technique (such as the Heavy tree's Executioner) says "your critical hit threshold... is reduced by 1", this means you score a critical hit on a 19 or 20. These effects stack with other advanced techniques, class features, and combo attacks. For example, a character that takes the Steady Loader and Dead-Eye advanced techniques from the Loading tree scores a critical hit on a roll of 17-20 when they make an attack roll with a Loading weapon. A Champion fighter gets the Improved Critical class feature at 3rd level, letting them score a critical hit on a 19 or 20. If they also take the Executioner advanced technique from the Heavy tree, they score a critical hit on a roll of 18-20 when they make an attack with a Heavy weapon against a prone creature.
New Weapons and Weapon Properties
The new weapons introduced in Ryoko's Guide bring a plethora of new weapon properties, which are fully described on page 74. Three of these new properties, Impact, Pugilist, and Scourge, have their own advanced weapon mastery technique trees. In order to ensure that every weapon has at least one property with an advanced weapon mastery technique tree, these new properties have also been added to several existing weapons. Three weapons have also had their weapon properties altered to better reflect their attributes: the whip and tetherhook are now Scourge weapons, not Reach weapons, and the war pick now has the Versatile (1d10) property.
Unarmed Strikes
Unarmed strikes are a unique case. Despite not being a weapon, unarmed strikes benefit from the Pugilist technique tree as if they had the Pugilist property.
| Weapon Property | Weapons |
|---|---|
Ammunition | Blunderbuss, blowgun, hand crossbow, hand tommybow, heavy crossbow, heavy tommybow, light crossbow, light tommybow, longbow, musket, ōdzutsu, pistol, revolver, rifle, shortbow, sling, slingshot |
Finesse | Chakram, dagger, dart, meteor hammer, nunchaku, rapier, rope dart, sai, scimitar, shortsword, shuriken, starknife, tessen, twinblade, whip |
Heavy* | |
Club, greatclub, light hammer, flail, mace, maul, morningstar, quarterstaff, warhammer | |
Light | Chakram, claw, club, dagger, handaxe, hand crossbow, hand tommybow, knuckle duster, tessen, light hammer, sai, scimitar, shortsword, shuriken, sickle, starknife, tonfa |
Loading & Reload | Blunderbuss, blowgun, hand crossbow, hand tommybow, heavy crossbow, heavy tommybow, light crossbow, light tommybow, musket, ōdzutsu, pistol, revolver, rifle |
Knuckle duster, spiked cestus, unarmed strike** | |
Reach | |
Kusarigama***, meteor hammer, rope dart, tetherhook, whip | |
Shield**** | Shield |
Thrown | Chakram, dagger, dart, handaxe, javelin, light hammer, net, spear, shuriken, starknife, trident |
Versatile | Battleaxe, kusarigama, longsword, nunchaku, quarterstaff, spear, trident, war pick, warhammer |
Learning Advanced Techniques
When you reach martial level 2, you learn one tier 1 advanced technique. As you increase in martial level, you learn more techniques, including more powerful ones at higher tiers, as shown in the Advanced Weapon Mastery Progression table.
| Martial Level | Techniques Known | Maximum Technique Tier |
|---|---|---|
2 | 1 | 1 |
4 | 2 | 1 |
6 | 3 | 2 |
8 | 4 | 2 |
10 | 5 | 3 |
12 | 6 | 3 |
14 | 7 | 4 |
16 | 8 | 4 |
18 | 9 | 4 |
20 | 10 | 4 |
- Technique Trees
Advanced techniques are split into twelve technique trees, each of which is associated with one property: Ammunition, Finesse, Heavy, Impact, Light, Loading, Pugilist, Reach, Scourge, Shield, Thrown, and Versatile. Each technique tree has four tiers; to pick an advanced technique from tier 2 or higher, you must know at least one advanced technique from a lower tier in that property's technique tree. For example, to pick the tier 4 Finesse advanced technique Opportunist, you must have already chosen one of the tier 3 techniques, either Jink or Weak Spot.
In addition, advanced techniques have martial level prerequisites as shown on each technique tree and in the Advanced Weapon Mastery Progression table.
- Optional Rule: Level Up
When you gain a level, you can replace one of the advanced techniques you know with another of your choice for which you meet the prerequisites. You can only do so if this doesn't remove the prerequisite for another technique you know.
Advanced Techniques Example
Gurf is a 2nd-level barbarian and is therefore a martial level 2 player character. Gurf chose to learn the Fortified Position advanced technique from the Reach technique tree, reflecting the time spent decapitating foes with his favoured weapon: the glaive.
Gurf gains two more levels in the barbarian class, meaning he is now a martial level 4 character, allowing him to choose another advanced technique. This time, he chooses a technique from the Heavy technique tree: Executioner. Because Gurf's glaive has both the Reach and Heavy properties, both advanced techniques enhance his combat prowess when fighting with that weapon.
Gurf then decides to multiclass into the ranger class. Ranger is a half-martial class so, for every two ranger levels, Gurf gains one martial level. At character level 8 (barbarian 4/ranger 4), Gurf is a martial level 6 character and can learn another technique. Gurf opts to progress further along the Heavy technique tree, learning the tier 2 advanced technique Superior Strike: Heavy.
Superior Strikes
Every weapon can perform a devastating attack called a superior strike. The tier 2 advanced superior strike technique of each technique tree gives you access to the superior strike for all weapons with that property. For example, upon taking the advanced technique Superior Strike: Heavy from the Heavy technique tree at martial level 6, a character can perform a superior strike with any Heavy weapon, such as a greatsword, pike, or glaive.
Each weapon has a certain superior strike tied to it. For example, a glaive has the Whirling Strike superior strike, whereas the greatsword has Shockwave. Because both of these weapons have the Heavy property, a character with the Superior Strike: Heavy technique can perform either superior strike if they are holding the requisite weapon. The Weapon Metadata table shows every weapon in the core rules, Ryoko's Guide, L'Arsene's Ledger, and Heliana's Guide, along with their properties and superior strike effects.
Shields
Shields are a unique case. Technically, they are classified as armour, but as any shield-bearing warrior will tell you, they can be as much a weapon as any sword or axe. Accordingly, shields have a dedicated technique tree and their own superior strike: Shield Slam.
| Weapon | Source | Properties | Damage | Superior Strike |
|---|---|---|---|---|
Claw | HGMH | 1d6 slashing | ||
SRD | 1d4 bludgeoning | |||
SRD | 1d4 piercing | |||
SRD | 1d8 bludgeoning | |||
SRD | 1d6 slashing | |||
SRD | 1d6 piercing | |||
Knuckle duster | LLTT | 1d4 bludgeoning | ||
SRD | 1d4 bludgeoning | |||
SRD | 1d6 bludgeoning | |||
SRD | 1d6 bludgeoning | |||
SRD | 1d4 slashing | |||
SRD | 1d6 piercing | |||
Spiked cestus | LLTT | 1d6 bludgeoning | ||
Spiked knuckle duster | LLTT | 1d4 bludgeoning | ||
War crescent | LLTT | 1d6 slashing | ||
SRD | 1d8 piercing | |||
SRD | 1d4 piercing | |||
SRD | 1d6 piercing | |||
SRD | 1d4 bludgeoning | |||
Slingshot | HGMH | 1d6 bludgeoning | ||
Tommybow, light | HGMH | 1d8 piercing | ||
SRD | 1d8 slashing | |||
LLTT | Finesse, Light, Thrown (range 30/90), Thrown Versatility (1d6) | 1d4 slashing | ||
SRD | 1d8 bludgeoning | |||
SRD | 1d10 slashing | |||
SRD | 1d12 slashing | |||
SRD | 2d6 slashing | |||
SRD | 1d10 slashing | |||
RGYR | 1d4 slashing | |||
SRD | Reach, Special | 1d12 piercing | ||
SRD | 1d8 slashing | |||
SRD | 2d6 bludgeoning | |||
RGYR | 1d6 bludgeoning | |||
SRD | 1d8 piercing | |||
RGYR | 1d6 bludgeoning | |||
SRD | 1d10 piercing | |||
SRD | 1d8 piercing | |||
RGYR | 1d6 piercing | |||
RGYR | 1d4 piercing | |||
SRD | 1d6 slashing | |||
SRD | 1d6 piercing | |||
Starknife | LLTT | Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6) | 1d4 piercing | |
RGYR | 1d4 slashing | |||
Tetherhook | HGMH | Scourge, Special, Two-handed | 1d8 piercing | |
RGYR | 1d6 bludgeoning | |||
SRD | 1d6 piercing | |||
Twinblade | HGMH | Finesse, Special, Two-handed | 2d4 slashing | |
SRD | 1d8 piercing | |||
SRD | 1d8 bludgeoning | |||
SRD | 1d4 slashing | |||
SRD | 1 piercing | |||
Blunderbuss | HGMH | Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed | 3d4 piercing | |
SRD | 1d6 piercing | |||
SRD | 1d10 piercing | |||
SRD | 1d8 piercing | |||
Musket | HGMH | Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed | 1d10 piercing | |
SRD | Special, Thrown (range 5/15) | — | ||
RGYR | 2d10 bludgeoning | |||
Pistol | HGMH | 1d8 piercing | ||
Revolver | HGMH | 1d10 piercing | ||
Rifle | HGMH | Ammunition (range 120/480), Loud (500), Reload (6), Two-handed | 1d12 piercing | |
RGYR | 1d4 piercing | |||
Tommybow, hand | HGMH | 1d6 piercing | ||
Tommybow, heavy | HGMH | 1d10 piercing |