New Weapon Mastery | 2024 Player's Handbook | D&D
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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
@@Mr.HotDogShirtGuy I think simple medium heavy already have almost enough differences. The one thing I’d add is Medium can use Str or Dex up to +2. For those straight strength characters.
What you suggest imo fits more for differentiating within the light category. What if low quality gave 10+D, medium quality gave 11+D and high quality gave 12+D. Then Padded could give you resistance to Slahsing, Leather to Bludgeoning, Hide to Piercing. Same for Medium and Heavy.
That would achieve what the above poster asked, reason to use things other than the best of each category
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.
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.
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.
Sap is good for Barbarians to counteract the advantage enemies have when they reckless attack.
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
Based on the D&D Beyond preview...none of them have been reworked in any way at all from the last playtest.
@@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
@@user-pi8pi3wj7hI 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.
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.
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
Weapon swapping confirmed intended mechanic!
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.
💪
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.
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.
I've playtested this and it's flipping brilliant. Nick is jaw-droppingly good on a rogue.
For context: If you are playing a melee Rogue in OneD&D, there is literally no reason for you to choose any weapons other than scimitar + shortsword. You are flat-out screwing yourself over by using anything else as a melee Rogue, and there is effectively zero reason to choose any other weapon.
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
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.
I can’t wait to see the shortsword dagger dual wielding
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.
Well, this is why dnd keeps improving ttrpgs.
I'm in with this new iteration of the game. Waaaay better than 2014
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.
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.
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.
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.
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
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... 😂
imagine a team of people running longbows and crossbows, the monsters stand 0 chance.
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.
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.
Do monsters have access to these weapon masteries???
they will in my game
Very nice. Adds more to a weapon than a numerical bonus to what I am or am not proficient with.
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!
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.
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.
You can get a total of 11 Weapon Masteries in classes along with a single level in: Fighter, Barbarian, Paladin, Ranger, & Rogue. Generally you wouldn't need this many weapons to master but it's enough to gain Weapon Mastery in every Firearm, future, past, & present.
My guess is Weapon Master Feat will be changed to provide maybe a total combination of two Weapon Proficiencies & Weapon Masteries, as well as an ability score increase.
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
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.
I wonder if certain enemies have weapon Masteries
I think scimitars are going to be my favorite weapon going forward if it has they have the nick property.
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?
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.
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.
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.
Ive gotta admit this is one of the changes im most excited for of the ones ive heard.
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.
Thank you for these options! This is great!
This makes non-magical characters so much more interesting to play in combat!!
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.
If you add push to the crossbow then you have to consider the distance. A tired bolt can't push anyone
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
Curios how it’s handled in multiclass builds
This is going to make martial classes so much more fun to play!
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.
Hopfully Fighter is choosing what masteries to use when they hit and not after a long rest like it was during play test.
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.
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'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.
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.
As a DM I’m going to love this system because I can have boss fights be even more interesting 😂
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 😂
5E needed this badly. Glad to see it!
So this replaces the mastery feats a.k.a.: Heavy weapon master, shield master, polearm master, etc. etc. and makes it so you don't have to burn a feat opportunity on something so essential to your character.
nop
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.
Are players going to enjoy this when it's used against them?
I've been a bit iffy on some of the class changes so far, but I absolutely LOVE the whole Weapon Mastery system!
I really hope Unarmed has at least a master equivalent mechanic
Makes me wonder what made them decide to go with straight borders on their artwork versus the faded/splotchy boarders in the 2014 PHB.
Graze is going to be incredible for poisoner builds. The poison ALWAYS triggers!
Spreading DoTs!
The year was 2024... They just now made the weapon unique.
I have never played a weapon based character but will be soon and this makes me super excited for it!!!
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.
this is good. definitely gives different weapons more viability instead of “what has the best damage rolls”
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!
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?
Wait, why is no one talking about the part where they said "YOU COULD STILL ATTACK WITH YOUR BONUS ACTION". Meaning 3 attacks on a rogue.
EDIT: I know I'm not crazy, I came back to watch this part again and it was edited out. I'm assuming that was a minor mistake and wasn't the case. 1:52 😂
Whats the difference than just saying to your Master: "I want to throw 3 daggers" or "I want to hit this guy with the blunt side of my axe to daze them"?
Thats what makes me curious, its just. Communication with the Master.
Thank you for joining our Tod Telk
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 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.
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.
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.
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.
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 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
This feels like a good development that is cheapened by making it accesible by feats. If the plan is to add this to enhance martials, allowing it to be easy for a spellcaster to just pick this up feels like a step backward. If and when we see the spellsinger come back, i'm not sure giving them both spells and weapon masteries will be great, and it risks invalidating martial classes
Spellsinger might be bladesinger, i can't remember the wizard archetype offhand
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’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! ✋🤚
Graze is literally tenacity from bg3. very cool
Is basically revised martial weapons but more simple
So thats all fine for Martial characters who use weapons, but what about the monk whos whole basis is NOT relying on having a weapon? spellcasters got their blast bumps and added versatility, martial classes got their weapons show me the monk with combat abilities that let them use their opponents moment against them. hell add another reaction!
i wanna know what the monk got
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 😆🤣
They say it’s not going to slow down combat, but then some masteries like topple add a saving throw on every hit…
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.
hopefully make the weapons actually feel different instead of just going for the biggest die
So its like original combat manuvers from 3rd edition but inherent to the weapons and you only need the class ability instead of deciding a single martial Feat every other level.
This sounds really cool and all, but the DM must have similar tools in their arsenal to make sure that they can challenge the players as they level up(which is not easy in the current 2014 version).
I'd expect monsters to also have access to masteries.
... the DM always had access to the same tools as the players.
DM has the power to challenge the players quite well but I do recommend resources beyond 5Es DMG and MM. Easy tip = more monsters / mix of higher CR monsters and lots of smaller guys.
This was really needed and alone a great selling point for this 5.5e!
My only disappointment is that a lot of these mechanics didn't really need to be locked to specific class and subclass options. "I know how to swing a sword" is something that should be dealt with via Proficiency, not class ability.
I'm starting to wonder if Mastery will end up becoming a problem like 4E conditions tended to weight all combats down.
We have tested it with my group since the Playtest started.
We mostly love it, but all my fighter players struggle to remember they have it, Every Hit... DM: "And do you add anything to This hit...?" Player: "Oh, ya. I can do (x)..."