Working on a system for characters when the level up for mastery for weapons and spells to add some crunch. Looking for advice or possible things I could add to it. I have spell masteries triggering on a max die on effort or a check roll above 15 as some spells have no effort effect attached. Thank yall Every time you level up, choose a weapon or spell in your equipped inventory. You may give this weapon a mastery that fits said weapon. Unless specified, a weapon or spell can only have one mastery attached.
Melee Weapon Masteries
Cleave On max die, deal half damage to an adjacent enemy
Heavy On max die, knock target prone
Stun On max die, target loses next action
Push On max die, move target 1 zone away
Hook On max die, pull target 1 zone closer
Bleed On max die, target takes 1 damage at start of each turn (stacks)
Disarm On max die, target drops one held item
Grapple On max die, target cannot move until end of your next turn
Guard On max die, gain +2 defense until your next turn
Rapid Attack For small weapons only. On max die, roll another die and either add to previous damage or give to another enemy CLOSE.
Ranged Weapon Masteries
Pin On max die, target cannot move next turn
Slow On max die, target can only move or act next turn, not both
Mark On max die, next attack against target gets +1 die
Volley On max die, deal 1 die damage to another enemy in same zone
Cripple On max die, target’s attacks only deal 1 damage next turn
Suppress On max die, target has disadvantage on next attack
Retreat On max die, you may move 1 zone free
Called Shot On max die, your next attack is EASY
Stagger On max die, target cannot move for their turn.
Precise Max die triggers on one less (5 on d6, 7 on d8). This one can stack with one other mastery.
Spell Masteries
Empower On max die or a check roll above 15, your next spell gains +1 die
Twincast On max die or a check roll above 15, target a second creature for half damage
Weaken On max die or a check roll above 15, target deals half damage next turn
Grasp On max die or a check roll above 15, target cannot move next turn
Shield On max die or a check roll above 15, gain +4 defense until your next turn
Drain On max die or a check roll above 15, heal half the damage dealt
Quicken On max die or a check roll above 15, cast a cantrip as a free action
Widen On max die or a check roll above 15, spell hits all enemies in target’s zone
Still On max die or a check roll above 15, cast silently (no one knows it was you)
Persistence On max die or a check roll above 15, spell lasts one additional round