trying to get this idea started:
"bonus masteries" secondary weapon masteries that give mechanical bonuses to social/utility for martials, out of combat
reflecting the class fantasy of being a world weary experienced traveled tactile gear-oriented veteran, mercenary, high class student, etc
example: "Impressive" your weapon is so gnarly or fancy and you know how to wear it, some kinda bonus to persuasion and/or intimidation
"Leverage", you know how to use this weapon to aid movement, bonus to difficult terrain and/or climbing out of combat, what-have-you
"Surgical" some kinda of small HP heal out of combat
give dedicated martials more relatable tricks outside of fighting
cheers ❤ the channel!
I LOVE these ideas! I once made a homebrew magic item to the effect of "impressive" but it was just the hilt of a sword and it only worked when it was sheathed because the blade itself was unimpressive haha.
@ConstructedChaos that's dope I love crunchy esoteric weapon and gear ideas that kinda still emphasize the "weapon-ness" instead of kinda undercutting the vibe by making it feel like any focus or talisman. I love those too tho!
@@laffingist218 Absolutely. Either way, I'm glad we're getting baked in features that can work as a foundation for new and fun martial abilities!
nicely done , glad you're getting a jump on these .
You and me both! This has honestly been one of the parts I've been most excited for in the new books. We needed it badly!
Ooooh a D&D youtuber I havent seen before, looking forward to taking a look at yer stuff
So stoked for this! 🎉
Haha me too! I can't wait to see how this changes the dynamic of our combats!
Vex psychic blades for the win!
Oh that would have been interesting... Although, I do think Vex might be more useful for triggering sneak attack eh?
They already revealed that the ability to swap masteries on weapons didn’t make it in.
Where did they say that? I know you can't change at will but I believe certain classes will still allow for certain masteries to be applied to certain weapons.
@@ConstructedChaos they said it in the fighter video. The fighter can now apply slow, sap or push ok any weapon attack. But the ability to change weapon properties other then that was removed because it was creating design issues.
@@michaelcolon4162 My impression is that the video was speaking to a fighter's ability to switch properties on their weapons at will. I don't believe this was in direct reference to the base feature referenced in the rules glossary of the final playtest (which was a more general rule about ANY class that gets a similar ability). Treantmonk (who has a copy of the book) did mention that there are some reasons that they didn't go into more detail as well. This leads me to believe that there are other features that still utilize this core rule. But, regardless, it is playtest. So that may be gone as well and I could be wrong on my intuition here.
And I did at least have the forethought to structure the video so that part can be cut out seamlessly if I end up being off base here. So I do appreciate you bringing it to my attention!
I my bad. You can still switch mastery properties after a long rest no problem.
While I'm mostly excited for weapon masteries, I have gripes with two of them.
1. Graze - what happens when you apply a poison (like purple worm poison) to say a greatsword? Does a simple scratch apply the poison? If yes, then you can apply the poison on every attack, regardless if you hit or miss.
2. Nick - If you use 2 weapons with the nick property, you get no mechanical advantage. Characters that dual wield scimitars or daggers are weaker than someone using a shortsword and dagger for instance. They've already confirmed that using the nick property doesn't mean you can also use your bonus action for another offhand attack. I think using 2 nick weapons should bypass that restriction.
Ohh these are interesting observations! I feel like the poison would only activate on a hit, sadly (just a guess here). And the you only need one nick weapon to get the benefit of freeing up your bonus action so it's basically a free extra chance to hit for sneak attack, smite, or something like it. I think it's worth it!
In one of the interviews Todd Kendric asked if you could throw three daggers and JC said yes with no pushback. Sometimes they do mis remember their own rules though. The mastery I have an issue with it, and it is entirely pacing issue, is topple. A saving throw every attack is going to get tedious. Using some like their Con score instead of rolling might help but that means some monsters are always going down and some are always standing but maybe that's OK.
@@XanderHarris1023 you have an excellent point about the saving throw here. I’d thought about that as well but I’m not sure how you’d solve that because topple without a save seems pretty strong.
Patiently waiting for someone to make a definitive list of best combos of weapon mastery + BM Maneuvers. And then while they’re at it, cunning strike and brutal strike combos. 😏
@@iLitTheSun we’ll have to wait for the official PHB release for that but I’m chomping at the bit!
@@ConstructedChaos haha of course, I’ll be hacking together my own in the meantime!
Correct me if I'm wrong but Cleave seems to be affected by hex, rage damage or any other feature that adds damage, maybe there is a way to take advantge on that for a build
I think you're absolutely right about that! I'll have to consider that idea for a build when the official rules drop!
Im gutted they removed weapon masteries from the monk. Attacking with a pair of simple Nick weapons for three attacks per turn at level 1 was a fun idea
I'm pretty upset about it as well but I wonder if they'll add it back in a way we don't expect. I could see them giving weapon mastery on your monk weapon specifically but it wouldn't be its own level 1 feature. Probably wishful thinking on my part. But they did at least boost the monk a decent amount in the playtests. I'm hoping that all translates well into the final version.
Quick question about the Nick property: do you get to add your modifier to it as well?
I haven’t seen a definitive answer on this, maybe it’s in the Light property of weapons?
I’m guessing no, since it’s essentially the two-weapon fighting mechanic slid over from BA to action. And it feels slightly different from Extra Attack.
Also from the name, the second attack probably just nicks the foe with a little damage.
What are your thoughts?
Based on what's in the playtest, they have no intention of removing the bit about not adding your modifier to the second attack. So, since nick is just making the dual wielding mechanic use one action instead of an action and a bonus action, it seems you still wouldn't add your modifier to the second attack.
@@ConstructedChaos that’s what I thought, thanks! Might have to add this in for a player.
Sounds like they just gave battle master to all martial classes.
Yep! They said that they even experimented with that specifically early on. Eventually they settled on this simplified system so it wasn't too complex for new players.
Longbow can vex and slow
At the same time? That doesn't seem right. Where did you see that? From what I've seen the longbow only has the slow property by default.
@@MrMuddyWheels I don't think everyone gets to choose either. I believe some classes / subclasses may be able to apply different weapon properties, though.
@ConstructedChaos fighter and swap out a property on any weapon choosing from a few options
@@MrMuddyWheels Yep! That much I do know is true. I thought you were saying that the longbow had both for anyone to choose from.
That sounds like an absolute nightmare for DMs. I mean yeah it's cool for players and all but now every enemy has to be a miniboss or consist of 20 trashmobs. This makes encounters even harder to make challenging unless you give them all weird gimmicks like it's a jojo battle.
That’s fair but I don’t think this is introducing anything for martials that casters weren’t already doing
@@sagebrown5643 Absolutely. Aside from the saving throw on topple, I don't even see these slowing down combat in most cases.
The power of Vex-Hex-Hunter's Mark when you play with the new rules (Ranger and Warlock get some freebies with their signature spells), is brutal.
Ohhh that's a good point! Someone else mentioned using hex/hunter's mark with cleave as well and I dig it!