Dungeons and Dragons – Mystara
Weapons Mastery – Lasso
This is can be made from 50 ft of rope and used to restrain or capture the intended target. Unless the 50 ft of rope is specially treated you have disadvantage on attack rolls using it as a lasso.
- 5E Stats – One Handed Simple Weapon, Costs 1 gp and has a weight of 10 lb.
- Weapon Options (Available to learn) – Blinding Binds, Bullwhip, Snare, Trip, Wing-Wrapping Attack
Weapons Mastery – Lasso
Weapon Mastery Non-Proficient – Attacks are with disadvantage, and damage is halved rounded down. Non-Proficient use does not grant access to most of the weapon special properties.
(Non-Proficient)
Lasso Attack +Str to hit one target, Reach 20 ft
Basic Hit: Entangle
Weapon Abilities – Reach
Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks.
(Proficient)
Lasso Attack +Str +Prof to hit one target, Reach 25 ft
Basic Hit: Entangle +Paralysis
Weapon Abilities – Light, Reach
Weapon Mastery Skilled – Weapons do an extra dice of damage. Gain abilities to activate as a bonus action on your round, or a reaction.
(Skilled)
Lasso Attack +Str +Prof to hit one target, Reach 30 ft
Basic Hit: Entangle +Paralysis
Weapon Abilities – Light, Reach
Weapon Mastery Expert – You gain an expertise on your attack, and weapons do an extra dice of damage. Abilities with weapons improve. Can use weapon options with this weapon.
(Expert)
Lasso Attack +Str +Prof +Prof to hit one target or two adjacent creature of same size or smaller, Reach 35 ft
Basic Hit: Entangle +Paralysis or Stun
Weapon Abilities – Light, Reach, Stun
Weapon Options (Available to learn) – Blinding Binds, Bullwhip, Snare, Trip, Wing-Wrapping Attack
Weapon Mastery Master – Your gain advantage on your attack, weapons do an extra dice of damage. Abilities and Options improve.
(Master)
Lasso Attack: +Str +Prof +Prof to hit one target or three adjacent creatures of same size or smaller, Reach 40 ft
Basic Hit: Entangle +Paralysis or Stun
Weapon Abilities – Light, Reach, Stun
Weapon Options (Available to learn) – Blinding Binds, Bullwhip, Snare, Trip, Wing-Wrapping Attack
Weapon Mastery Grand Master – A natural 1 counts counts as a critical hit, and if both dice deal a critical hit, then all dice in the attack are maximised. Weapons do an extra dice of damage. Abilities and Options improve.
(Grand Master)
Lasso Attack: +Str +Prof +Prof to hit one target or four adjacent creatures os same size or smaller, Reach 45 ft
Basic Hit: Entangle +Paralysis or Stun
Weapon Abilities – Light, Reach, Stun
Weapon Options (Available to learn) – Blinding Binds, Bullwhip, Snare, Trip, Wing-Wrapping Attack
Beyond Grand Master in Weapon Mastery – While not possible to learn at this level, some abilities and magical items might push skill above grand master, and if it does it adds an extra dice of damage and improves abilities and options as per the weapon progression.
Weapon Qualities – Lasso
Weapon Ability – Base DC – Some of the effects produced by weapons masters has a saving throw to resist. This saving throw is calculated as 8 plus the ability modifier used in the attack roll, your weapon mastery bonus, your Weaponologist bonus, your weapons mastery feats and Archetypes.
Base DC = 8 +Ability Mod +Prof +WM Bonus +Circle Bonus +Feat Bonus +Arch Type Bonus (Martial +2)
Associated Weapons – Bardiche, Bastard Sword, Battleaxe, Bill, Blackjack, Blowgun 1H, Blowgun 2H, Bola, Cestus, Club, Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hand Crossbow, Handaxe, Hat, Heavy Crossbow, Heavy Shield, Holy Symbol, Horned Shield, Javelin, Knife Shield, Lance, Lasso, Light Crossbow, Light Hammer, Light Shield, Lochaber Axe, Longbow, Longsword, Mace, Maul, Medium Shield, Morningstar, Net, Orb, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Ring, Rod, Scimitar, Scythe, Shortbow, Shortsword, Sickle, Sling, Spear, Spetum, Spontoon, Staff, Sword Shield, Tome, Tower Shield, Trident, Tusked Shield, Unarmed or Natural, Vaulge, Wand, Warhammer, Warpick,
Weapon Ability – Entangle – A creature up to one size larger is restrained. A creature may make an action to perform an Entangled Saving Throw to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the weapon. On a Critical Hit, the target must make a Paralysis Saving Throw. When you attack with this weapon it is the only attack you can make in the round. Each level above skilled adds +1 WM Bonus to the DC (Net gives bonus starting at Proficient). Once you reach expert level, you crit on roll of a 19-20. Once you reach Grand master level you crit on roll of a 1-2 and 19-20.
Entangle Saving Throw – Strength vs Base DC. Failure causes restrained.
Paralysis Saving Throw – Constitution vs Base DC. Failure causes paralysis.
Associated Weapons – Bola, Lasso, Net,
Weapon Ability – Light – Can be used with Two Weapon Fighting.
(Proficient Bonus Action) Two-Weapon Fighting Additional Attack – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
Associated Weapons – Blackjack, Cestus, Club, Dagger, Hand Crossbow, Handaxe, Javelin, Light Hammer, Mace, Scimitar, Shortsword, Sickle, Unarmed or Natural
Weapon Ability – Reach – This weapon can reach targets in the listed distance when you attack with it.
Associated Weapons – Bardiche, Bill, Glaive, Guisarme, Halberd, Lance, Lasso, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spetum, Voulge,
Weapon Ability – Stun – On a Critical Hit (for a range weapon only in the normal weapons range), the target must make a Stunned Saving Throw. Once you gained skilled in this weapon you learn the ability Attempt Stun. Each level above skilled adds +1 WM Bonus to the DC.
Stunned Saving Throw – Constitution vs Base DC. Failure causes stunned until start of their next turn, when they can make another saving throw.
(Skilled Bonus Action) Attempt Stun – Against a target you have already hit this round, you can force it to make a Stunned Saving Throw. The DC is increased by 1 for every addition hit you made against them this round with the Stun weapon.
Associated Weapons – Battleaxe, Flail, Greatclub, Greatsword, Lasso, Light Crossbow, Light Hammer, Maul, Sling, Spear, Spontoon,
Weapon Options – Lasso
Blinding Binds (Attack Option) – Instead of restraining your foe, you may instead wrap the thick cords of your weapon around a single creature’s head. A Large or smaller creature hit by the weapon must make a Blinded Saving Throw, and remains so until the weapon is removed. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Blinded Saving Throw – Dexterity vs Base DC. Failure causes blinded.
Associated Weapons – Bola, Lasso, Net, Whip
Bullwhip (Attack Option) As part of your attack action, make a weapon attack against a beast or a creature with an Intelligence score of 2 or lower. The target must make a Frightened Saving Throw.
Frightened Saving Throw – Wisdom vs Base DC. Failure causes target to be frightened of you until the end of its next turn.
Associated Weapons – Lasso, Whip
Snare (Reaction Option) As part of your attack action, you may use your reaction to snap your weapon around a creature or its weapon. If you target the weapon, the creature must make a Disarm Saving Throw. If you target the creature, it must make a Restrained Saving Throw.
Disarm Saving Throw – Strength vs Base DC. Failure causes it to drop its weapon at its feet.
Restrained Saving Throw – Strength vs Base DC. Failure causes it to be restrained. It may repeat this saving throw at the end of each of its turns. You cannot make weapon attacks with this weapon until the restrained condition is ended.
Associated Weapons – Lasso, Net, Whip
Weapon Option – Trip (Attack Option) As a melee weapon attack while you are wielding this weapon, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a creature one size larger or smaller. If the attack hits, it must succeed on a Prone Saving Throw.
Prone Saning Throw – Strength vs Base DC. Failure causes the Prone condition.
Associated Weapons – Glaive, Halberd, Handaxe, Javelin, Lasso, Quarterstaff, Ranseur, Scythe, Sickle, Spear, Unarmed or Natural, Warpick
Wing-Wrapping Attack (Attack Option) Instead of restraining a flying creature, you may entangle its wings in your weapon. A winged creature up to one size larger hit by the weapon when you use this maneuver has its fly speed reduced to 0 (but is not restrained) until the weapon is removed. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Grounded Saving Throw – Strength vs Base DC. Failure causes flying speed reduced to 0 (but is not restrained).
Associated Weapons – Bola, Lasso, Net, Whip
Designing the Weapons Mastery
Cleaned up the weapons options so they are more thematic and work with different types of binding, though there is some overlap from the options to what the weapon actually does.
Weapons Mastery Version 1.0
- Lasso Attack: (Non-Proficient) + to hit, Reach 20 ft, one target
- Hit: Entangle A creature up to one size larger is restrained. A creature may make an action to perform a Strength check (Base DC) to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the rope.
- Lasso Attack: (Proficient) + to hit, Light, Reach 25 ft, one target
- Hit: Entangle A creature up to one size larger is restrained. A creature may make an action to perform a Strength check (Base DC) to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the rope.
- (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
- Lasso Attack: (Skilled) + to hit, Light, Reach 30 ft, one target
- Hit: Entangle A creature up to one size larger is restrained. A creature may make an action to perform a Strength check (Base DC +1) to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the rope.
- Crit: Strangle – (base DC) Save vs Con or become paralysed and stops the target from breathing (if it needs to breathe) and the start to suffocate.
- (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
- Lasso Attack: (Expert) + to hit, Light, Reach 35 ft, one target or two adjacent medium or smaller creatures.
- Hit: Entangle A creature up to one size larger is restrained. A creature may make an action to perform a Strength check (Base DC +2) to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the rope.
- Crit: Strangle – (Base DC +1) Save vs Con or become paralysed and stops the target from breathing (if it needs to breathe) and the start to suffocate.
- (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
- Lasso Attack: (Master) + to hit, Light, Reach 40 ft, one target or three adjacent medium or smaller creatures.
- Hit: Entangle A creature up to one size larger is restrained. A creature may make an action to perform a Strength check (Base DC +3) to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the rope.
- Crit: Strangle or Stun
- Strangle (Base DC +2) – Save vs Con or become paralysed and stops the target from breathing (if it needs to breathe) and the start to suffocate.
- Stun (Base DC) – Save vs Con or become Stunned for one round. For every 5 points they fail by, they are stunned for another round. If this effect is increased for longer than a round, then the target receives a save each round to remove the effect (but not increase it).
- (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
- Lasso Attack: (Grand Master) + to hit, Light, Reach 45 ft, one target or four adjacent medium or smaller creatures.
- Hit: Entangle A creature up to one size larger is restrained. A creature may make an action to perform a Strength check (Base DC +4) to free a someone restrained. Dealing 5 slashing damage (AC 10) also frees the creature without harming it and destroying the rope.
- Crit: Strangle or Stun
- Strangle (Base DC +3) – Save vs Con or become paralysed and stops the target from breathing (if it needs to breathe) and the start to suffocate.
- Stun (Base DC) – Save vs Con or become Stunned for one round. For every 5 points they fail by, they are stunned for another round. If this effect is increased for longer than a round, then the target receives a save each round to remove the effect (but not increase it).
- (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
Content Updates
- 2022-08-19 – Moved from slideshow to tiled.
- 2022-05-02 – Converted over to version 2.0 of my weapon mastery rules.
- 2021-08-04 – Updated the layout and menu.
- 2020-06-09 – Lots more options and upgraded to Grand Mastery.
- 2020-03-28 – Structure.
- 2020-03-08 – Structure update.
Weapons Mastery
Overview, Downtime for Weapons Mastery, Secret Craft: Weaponologist
Simple 1H or Versatile: Blackjack (or Sap), Cestus, Club (or torch), Dagger, Handaxe (or Tomahawk), Javelin, Lasso, Light Hammer, Mace, Quarterstaff, Sickle, Spear, Unarmed
Simple Ranged: Bola, Dart, Light Crossbow, Shortbow, Sling
Martial 1H or Versatile: Bastard Sword, Battleaxe, Flail, Lance, Longsword, Morningstar, Rapier, Scimitar, Shortsword, Spontoon, Trident, Warhammer, Warpick, Whip
Martial 2H: Bardiche, Bill, Glaive, Greataxe, Greatsword, Guisarme, Halberd, Lochaber Axe, Maul, Partisan, Pike, Poleaxe, Ranseur, Spectum, Voulge
Martial Ranged: Blowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Longbow, Net
Martial Shield: Heavy, Horned, Knife, Light, Medium, Sword, Tower, Tusked
Magical Implement: Hat, Holy Symbol, Orb, Ring, Rod, Staff, Tome, Wand
D&D 5E in Mystara
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