New Weapon Mastery | 2024 Player's Handbook | D&D
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- เผยแพร่เมื่อ 30 ก.ย. 2024
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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. 😂
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!
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.
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.
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.
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
@@verduriteI 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.
Weapon swapping confirmed intended mechanic!
I've got the new PHB and it's never actually spelled out but I guess by combining these 2 parts:
Interacting with Things. You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe.
If you want to interact with a second object, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions.
> Unequip a Weapon as a free Object Interaction as you Move
Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don’t need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
> Equip a different Weapon as part of the Attack
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.
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
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.
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.
💪
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
Effects woth weapons usually say "on a hit" while the graze only triggers on a miss. Clearly and easily defined.
Well, this is why dnd keeps improving ttrpgs.
I'm in with this new iteration of the game. Waaaay better than 2014
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
Do monsters have access to these weapon masteries???
they will in my game
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
I can’t wait to see the shortsword dagger dual wielding
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.
or just send in the fighter with the 2 handed sword and watch him do the same as in TESO trailer XD obliberate an ENTIRE TEAM ALONE.
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’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! ✋🤚
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.
imagine a team of people running longbows and crossbows, the monsters stand 0 chance.
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.
I’m not sure I could DM or play in a game where characters are swapping weapons between attacks. The whole idea is stupid and turns the tabletop game into a PC game simulator. I know it’s a fantasy game but it’s also a role playing game and there needs to be some degree verisimilitude.
I'm fine if some people want to play like that. But they should really have the system also work with people who only want to have one weapon. Like using multiple masteries with the same weapon (Fighters could do it with the Weapon Adept feature in one of the previous playtests, but for some reason they removed that feature, like the geniuses they are)
@@SchrollShepard I’m already considering a house rule that all attacks made with the multi attack feature must be with the same weapon. If players want to combo weapons (and their associated weapon masteries) they should do it with multiple PCs and teamwork or action surge. But if a fighter with 3 attacks thinks they are going to make one attack with a greatsword then stow it, take their 10-foot-long halberd from wherever that might be kept, and make an attack with that then stow it, then take out a battle axe from somewhere, don’t ask me where, and make an attack with that, they will not be playing in any game I run!
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
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.
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.
Why would we want to preorder these books at all? Is there any upside for your clientelle? Because the only one benefitting from preorders right now, is WoTC. Which is not what we as consumers would want, especially after all the stunts they pulled last year...
The only silver lining is you “save” $60 on the bundle of three new rulebooks and their pdfs on DnD Beyond
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.
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.
Are players going to enjoy this when it's used against them?
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.
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.
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.
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 really hope Unarmed has at least a master equivalent mechanic
I wonder if certain enemies have weapon Masteries
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.
hopefully make the weapons actually feel different instead of just going for the biggest die
Stinks of 4e
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.
Love the fact that they forgot to add the "add mastery" area in beyond. Factical as a lvl 4 fighter i have them ALL now, fitting for A BATTLE MASTER. Will never use anything else than my greatsword thou, why would i? Your a rogue? You think evading helps you now? Think again. If i miss i still hit for dmg, and you wont survive much of that given your HP is low, while you cant even deal dmg in return that would threaten me. Blind fighting helps heavily with that (i am imune to being flanked because I SEE THE FRELLING ROGUE ALL THE TIME IN 10 FEET AREA AROUND ME(also Alert helps, i cant be suprised anymore AND will most likely have initiative over a rogue anyway). So you nerfed, but also buffed rogues in some circumstances, but not in the PVP department. The fighter is now literarely unstopable (magic i can tank, the ONLY problem 1v1 would be against a warlock that happens to win in initiative. That dude can lock me into hunger of hadar and severly damage me while preparing to attack when i emerge out of it(properly aimed i need 2 turns out of it as its difficult terrain). Graze is just op XD
Also comeon! The heavy crossbow pushback was duo to LOTR's battle of helms deep! You watch to much fantasy folks... it does NOT have that kind of power behind it! A balista would have, a crossbow not.
Curios how it’s handled in multiclass builds
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.
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.
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... 😂
Really wish the Sling got improved to 60 ft. it is way too low of range.
How is this not going to be more complex and slower to play?
It's a bit more complex and slower to play for weapon users, which I think is fine because right now weapon users' turns are usually way too simple and short.
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 😂
What weapon mastery property does assault rifle have? Bonus to kids with with playing cards?
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.
REAL
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 😂
So, this might be a stupid question, but I would appreciate the clarification!
Does a fighter have to use the specific weapon to use the corresponding mastery? An example would be, if I want to use the push mastery, I have to use a weapon with that kind of mastery? Same goes for slow and graze?
Or
(with the weapon mastery at level 1) can a fighter get the choice of three weapon mastery’s while using let’s say a sword only? So if they swipe with a sword they can choose between slow, push, topple per hit?
I appreciate the help!
Is weapon mastery only intended for players? Is this system one that's not intended for hostile NPC's at all?
I don't mind if that's the case, but I have a particularly litigious player...
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.
Will not give hasbro / wotc any of my money. The corporate greed and disrespect to the customers, and LGS who helped build the community is appalling.
Any company who will under cut its own retailers, evening seeling it below wholesale, is an unethical business practice and illegal in some industries.
A crossbow wouldn't hit with more force. The projectile would just be more likely to pass all the way through you.
Masteries are also so overdone here. Combat is going to get cumbersome. With how many masteries hit no matter what, you're now going to trivialize anything that has a rider effect on a successful hit.
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 just want to see the whip become more useful in combat... I played a OotA Paladin and getting 10ft Smite is awesome but the base damage is garbage and doesn't offer any other abilities like trip or disarm.
hopefully these weapon masteries are not way too op, especially as they get stacked together and players level up, I doubt it dough, as I can see overpowering flowing from creators words, ehi that's allright ❤🌋🛸👍
Does any one else find his verbiage extremely obtuse and odd with what he is describing?
I'm so gonna make all my enemies have mastery too. This will cut both ways and I'm going to love it. Various armaments for a goblin or hobgoblin group will absolutely make me evil-giggle.
It’s going to complicate the game, especially for beginners, but I am 100% down with this.
God fighters are going to be so bananas now. It'll be like "Okay, I make 3 attacks with my dagger, nick 3 times, action surge with my greatsword, graze, bonus action dual weapon mastery with my crossbow which has this other property -- anyway I'm attacking 37 times. I roll 1d4+2d6+3d8+1d10 damage. Oh wait I forgot I have this other thing--"
I assume nick is once per turn, but yeah it will be fun
@@codebracker From the Playtest:
LIGHT
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage, unless that modifier is negative.
NICK
Prerequisite: Light Property
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 still make this extra attack only once per turn.
Gonzalez Frank Rodriguez Barbara Walker Patricia
longbows hit much harder than the heaviest of crossbows. Crossbow were great because of their low skill requirement, but compared to a skilled archer with a longbow they were slow crap.
Guys, I love DnD Beyond, but not all my players are confortable with english text books they want to play in spanish, pleeease, translate the app at least!!
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 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.
Ive gotta admit this is one of the changes im most excited for of the ones ive heard.
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 have never played a weapon based character but will be soon and this makes me super excited for it!!!
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.
brand new! lol, pretty sure there were some similar brand new features back in 3.5
Is there one for improvised weapons? Please I'll do anything.
Grazing is so stupid. Even if you miss you hit.
So... this is all the same as the playtest. I mean cool... but what's the incentive to buy the book?
Would make sense in a videogame with loot but here it’s just pointless
Male, Human fighter, Longsword
Do martial monsters get weapon mastery? If so, do PCs get a save to avoid flying off a cliff?
This makes non-magical characters so much more interesting to play in combat!!
The year was 2024... They just now made the weapon unique.
Promoting changing weapons every rd is a bad practice and not realistic fantasy
I'm a misunderstanding, dagers just give you extra attack?
Sad, that I won't be able to use the new Core Rule books, because I REFUSE TO PAY again for books, that will be obsolete once D&D Next gets released AND, I GUARANTEE, WILL BRING NEW CORE RULEBOOKS TO FINE YOUR BEHIND.
Oh, and STILL NO DIGITAL BOOKS INCLUDED IN THE PURCHASE OF THE PHYSICAL. FU.
D&D Next has been released for over a decade now. That was the playtest for fifth edition.
I think scimitars are going to be my favorite weapon going forward if it has they have the nick property.
Need to see it in play cuz they nerfed the hell out of GWM and SS for this instead...
Edit: seems interesting, bu if this was done to "fix" the GWM & SS meta, i hope these properties are equally useful cuz if not there will just be a different meta to deal with...
From about a year of looking at the UA version it definitely does still fill down into a few meta builds. But if you are choosing from a few, like 10 different meta builds that’s already an improvement over just 2.
Unfortunately I don’t think the dice design space has enough niches that it could fit 10 balanced options for every single weapon for ever subclass for every class. That is just too many options or becomes a non-option instead like how alignment no longer affects anything.
Clark Matthew Young Linda Brown Mary
Y'all were play-testing this in BG3 weren't you~!
What am I looking at
Dnd 5.5e? is this the one dnd I was hearing about?
D&D 5th Ed 2024
This will not have all things Fromond D&D,muut some parts from it.
Very nice. Adds more to a weapon than a numerical bonus to what I am or am not proficient with.
Anyone else notice Arcanis did this 10 years ago ......
Is basically revised martial weapons but more simple
Thanks BG3!
I though the exact same thing ^^. Next they will "invent" some unique properties for each weapons ! :D
They worked with WOTC in the design, I'm sure. But both could look to much earlier inspirations, like critical specializations for different weapon groups in PF2e and how PF2e fighters can tailor their builds for various fighting styles.
the game is already too easy...
buff the enemies then make them stronger and that’s not fully true to an extent
@@R4ynze that's already what ii've done ^^
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.
I'm sad to say this, but I hope what is printed is better thought out than this seems.