Introduction Weapon Mastery is the only truly “new” system in the updated DnD 2024 rules, and it’s an exciting addition to the game. By prov

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Introduction Weapon Mastery is the only truly “new” system in the updated DnD 2024 rules, and it’s an exciting addition to the game. By prov

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Star Wars LCG: Weapon Mastery by Thaldir
October Brew Festival Week 2: Warriors
To finish off Week 2 with a bang, we’ve got the first anvil piece I’ve put up on this site- meaning it’s not quite taken its final shape. This is Chapter 1 (so far) of Robilar’s Treatise on Combat. There’s a lot to be done here, but these Subclasses, Superiority Feats, and Battle Master Maneuvers will help expand Battlefield Superiority to any class that wants to lay hands on it. We’re getting close to Halloween, and next week’s theme will be Strange Magic.
Tip #40: Tips for Starting to Pick Up the Heavy Weight Weapons
You ever look at someone using weapons like the E-Liter and the Dynamo Roller and they’re rocking out that weapon? Then you go try it yourself and realize you’re slow as molasses and your attacks are being outpaced by everyone else?
Using the Heavy Weight Weapons are somewhat different from how the rest of the weapons work because of their slower attack patterns and their speed penalty upon equipping. The weapons referred in this post today are the:
E-Liter 4K, Dynamo Roller, Hydra Splatling, Explosher, and Tenta Brella
I’m excluding the Rainmaker since it’s only available in the Rainmaker mode and in any Single Player mode. Anyways, these weapons can have a different learning curve since they don’t really want to play with the fast pace that a lot of weapons like to play at. Instead they play more reactively with a few proactive elements being watching for foes and predicting their movements. Here are some tips from me if you ever wanted to at least dabble with these weapons but didn't know where to start:

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Weapon Mastery (5.5e)
Each weapon has a mastery property which is usuable only by a character who has a feature such as Weapon Mastery that unlocks the property for the character. The properties are defined below
Cleave: If you hit a creature with a melee attack roll using this weapon you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit the second creature takes the weapon's damage but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. (Weapons this applies to: Greataxe and Halberd.)
Graze: If your attack roll with this weapon misses a creature you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon and the damage can be increased only by the ability modifier. (Weapons this applies to: Glaive and Greatsword.)
Nick: When you make the extra attack of the Light Property you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn (Weapons this applies to: Dagger, Light Hammer, Sickle and Scimitar)
Push: If you hit a creature with this weapon that creature has Disadvantage on its next attack roll before the start of your next turn. (Weapons this applies to: Greatclub, Pike, Warhammer and Heavy Crossbow)
Sap: If you hit a creature with this weapon that creature has Disadvantage on its next attack roll before the start of your next turn. (Weapons this applies to: Mace, Spear, Flail, Longsword, Morningstar and War Pick)
Slow: If you hit a creature with this weapon and deal damage to it you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property the speed reduction doesn't exceed 10 feet. (Weapons this applies to: Club, Javelin, Light Crossbow, Sling, Whip, Longbow and Musket.)
Topple: If you hit a creature with this weapon you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save the creature has the Prone condition. (Prone Condition is. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your speed is 0 you can't right yourself. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise that attack roll has Disadvantage.) (Weapons this applies to: Quarterstaff, Battleaxe, Lance, Maul and Trident)
Vex: If you hit a creature with this weapon and deal damage to the creature you have Advantage on your next attack roll against that creature before the end of your next turn. (Weapons this applies to: Handaxe, Dart, Shortbow, Rapier, Shortsword, Blowgun, Hand Crossbow and Pistol)
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