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Contenuto

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.

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 Properties: Quick Reference
Weapon PropertyWeapons

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*

Glaive, greataxe, greatsword, halberd, maul, pike

Impact

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

Pugilist

Knuckle duster, spiked cestus, unarmed strike**

Reach

Glaive, halberd, lance, pike

Scourge

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.

Advanced Weapon Mastery Progression
Martial LevelTechniques KnownMaximum 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 Metadata
WeaponSourcePropertiesDamageSuperior Strike

Claw

HGMH

Attached, Light

1d6 slashing

Skewer

Club

SRD

Impact, Light

1d4 bludgeoning

Reeling Blow

Dagger

SRD

Finesse, Light, Thrown (range 20/60)

1d4 piercing

Battery Strike

Greatclub

SRD

Impact, Two-handed

1d8 bludgeoning

Shockwave

Handaxe

SRD

Light, Thrown (range 20/60)

1d6 slashing

Battery Strike

Javelin

SRD

Thrown (range 30/120)

1d6 piercing

Battery Strike

Knuckle duster

LLTT

Attached, Light, Pugilist

1d4 bludgeoning

Flurry

Light hammer

SRD

Impact, Light, Thrown (range 20/60)

1d4 bludgeoning

Battery Strike

Mace

SRD

Impact

1d6 bludgeoning

Reeling Blow

Quarterstaff

SRD

Impact, Versatile (1d8)

1d6 bludgeoning

Reeling Blow

Sickle

SRD

Light

1d4 slashing

Skewer

Spear

SRD

Thrown (range 20/60), Versatile (1d8)

1d6 piercing

Skewer

Spiked cestus

LLTT

Adaptable (piercing), Attached, Pugilist

1d6 bludgeoning

Flurry

Spiked knuckle duster

LLTT

Adaptable (piercing), Attached, Light, Pugilist

1d4 bludgeoning

Flurry

War crescent

LLTT

Versatile (1d8)

1d6 slashing

Whirling Strike

Crossbow, light

SRD

Ammunition (range 80/320), Loading, Two-handed

1d8 piercing

Piercing Shot

Dart

SRD

Finesse, Thrown (range 20/60)

1d4 piercing

Battery Strike

Shortbow

SRD

Ammunition (range 80/320), Two-handed

1d6 piercing

Hail of Ammunition

Sling

SRD

Ammunition (range 30/120)

1d4 bludgeoning

Hail of Ammunition

Slingshot

HGMH

Ammunition (range 20/60), Two-handed

1d6 bludgeoning

Hail of Ammunition

Tommybow, light

HGMH

Ammunition (range 80/160), Reload (x), Two-handed

1d8 piercing

Hail of Ammunition

Battleaxe

SRD

Versatile (1d10)

1d8 slashing

Whirling Strike

Chakram

LLTT

Finesse, Light, Thrown (range 30/90), Thrown Versatility (1d6)

1d4 slashing

Battery Strike

Flail

SRD

Impact

1d8 bludgeoning

Reeling Blow

Glaive

SRD

Heavy, Reach, Two-handed

1d10 slashing

Whirling Strike

Greataxe

SRD

Heavy, Two-handed

1d12 slashing

Whirling Strike

Greatsword

SRD

Heavy, Two-handed

2d6 slashing

Shockwave

Halberd

SRD

Heavy, Reach, Two-handed

1d10 slashing

Hamstring

Kusarigama

RGYR

Scourge, Special, Versatile (1d6)

1d4 slashing

Trip

Lance

SRD

Reach, Special

1d12 piercing

Skewer

Longsword

SRD

Versatile (1d10)

1d8 slashing

Hamstring

Maul

SRD

Heavy, Impact, Two-handed

2d6 bludgeoning

Shockwave

Meteor hammer

RGYR

Finesse, Scourge, Two-handed

1d6 bludgeoning

Whirling Strike

Morningstar

SRD

Impact

1d8 piercing

Shockwave

Nunchaku

RGYR

Finesse, Special, Versatile (1d8)

1d6 bludgeoning

Whirling Strike

Pike

SRD

Heavy, Reach, Two-handed

1d10 piercing

Skewer

Rapier

SRD

Finesse

1d8 piercing

Skewer

Rope dart

RGYR

Finesse, Scourge, Two-handed

1d6 piercing

Trip

Sai

RGYR

Finesse, Light, Parry

1d4 piercing

Skewer

Scimitar

SRD

Finesse, Light

1d6 slashing

Hamstring

Shortsword

SRD

Finesse, Light

1d6 piercing

Skewer

Starknife

LLTT

Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)

1d4 piercing

Battery Strike

Tessen

RGYR

Adaptable (bludgeoning), Finesse, Light, Special

1d4 slashing

Whirling Strike

Tetherhook

HGMH

Scourge, Special, Two-handed

1d8 piercing

Trip

Tonfa

RGYR

Light, Parry

1d6 bludgeoning

Reeling Blow

Trident

SRD

Thrown (range 20/60), Versatile (1d8)

1d6 piercing

Piercing Shot

Twinblade

HGMH

Finesse, Special, Two-handed

2d4 slashing

Whirling Strike

War pick

SRD

Versatile (1d10)

1d8 piercing

Skewer

Warhammer

SRD

Impact, Versatile (1d10)

1d8 bludgeoning

Shockwave

Whip

SRD

Finesse, Scourge

1d4 slashing

Trip

Blowgun

SRD

Ammunition (range 25/100), Loading

1 piercing

Piercing Shot

Blunderbuss

HGMH

Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed

3d4 piercing

Piercing Shot

Crossbow, hand

SRD

Ammunition (range 30/120), Light, Loading

1d6 piercing

Piercing Shot

Crossbow, Heavy

SRD

Ammunition (range 100/400), Heavy, Loading, Two-handed

1d10 piercing

Piercing Shot

Longbow

SRD

Ammunition (range 150/600), Heavy, Two-handed

1d8 piercing

Hail of Ammunition

Musket

HGMH

Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed

1d10 piercing

Piercing Shot

Net

SRD

Special, Thrown (range 5/15)

Trip

Ōdzutsu

RGYR

Ammunition (range 150/600), Two-handed, Special

2d10 bludgeoning

Piercing Shot

Pistol

HGMH

Ammunition (range 40/120), Loud (500), Reload (2)

1d8 piercing

Piercing Shot

Revolver

HGMH

Ammunition (range 60/240), Loud (500), Reload (6)

1d10 piercing

Piercing Shot

Rifle

HGMH

Ammunition (range 120/480), Loud (500), Reload (6), Two-handed

1d12 piercing

Piercing Shot

Shuriken

RGYR

Finesse, Light, Thrown (range 20/60)

1d4 piercing

Battery Strike

Tommybow, hand

HGMH

Ammunition (range 30/60), Reload (x), Two-handed

1d6 piercing

Hail of Ammunition

Tommybow, heavy

HGMH

Ammunition (range 100/200), Reload (x), Two-handed

1d10 piercing

Hail of Ammunition