Dungeons and Dragons – Mystara
Weapons Mastery – Handaxe (or Tomahawk)
An axe weighted for throwing that works well as a secondary weapon.
- 5E Stats – One Handed Simple Weapon, Costs 5 gp and has a weight of 2 lb.
- Weapon Options (Available to learn) – Blunted Blow, Close Quarter Combat, Fearsome Accuracy, Pinning Hit, Trip
Weapons Mastery – Handaxe
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)
Handaxe + to hit one melee or ranged target, Thrown Range (-/50 ft)
Basic Hit: 1d6 +Str mod slashing (Halved)
Weapon Abilities – Range, Thrown
Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks.
(Proficient)
Handaxe +Str +Prof to hit one melee or ranged target, Thrown Range (20/60 ft)
Basic Hit: 1d6 +Str mod slashing
Weapon Abilities – Light, Range, Thrown
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)
Handaxe +Str +Prof to hit one melee or ranged target, Thrown Range (25/70 ft)
Basic Hit: 2d6 +Str mod slashing.
Weapon Abilities – Defensive, Light, Range, Thrown
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)
Handaxe +Str +Prof +Prof to hit one melee or ranged target, Thrown Range (30/80 ft)
Basic Hit: 3d6 +Str mod slashing
Weapon Abilities – Defensive, Light, Range, Thrown
Weapon Options (Available to learn) – Blunted Blow, Close Quarter Combat, Fearsome Accuracy, Pinning Hit, Trip
Weapon Mastery Master – Your gain advantage on your attack, weapons do an extra dice of damage. Abilities and Options improve.
(Master)
Handaxe +Str +Prof +Prof to hit one melee or ranged target, Thrown Range (35/90 ft)
Basic Hit: 4d6 +Str mod slashing
Weapon Abilities – Defensive, Light, Range, Thrown
Weapon Options (Available to learn) – Blunted Blow, Close Quarter Combat, Fearsome Accuracy, Pinning Hit, Trip
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)
Handaxe + to hit one melee or ranged target, Thrown Range (40/100), Crit (1 or 20)
Basic Hit: 5d6 +Str mod slashing
Weapon Abilities – Defensive, Light, Range, Thrown
Weapon Options (Available to learn) – Blunted Blow, Close Quarter Combat, Fearsome Accuracy, Pinning Hit, Trip
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 Abilities – Handaxe
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 – Defensive – If you spend your bonus action this round on this quality you gain a bonus for your armour class until the start of your next round as long as you still have your reaction. Each level above skilled adds +1 WM Bonus to the Shield bonus provided.
Defensive (Skilled Bonus Action) – This weapon provides a +1 Shield bonus to your armour class as long as your still have your reaction. If an attack would have hit you, but misses because of using defensive, you deflect the attack and expend your reaction. (Martial weapons add +1 to the shield bonus, A shield weapon does not use up reactions but can trigger retaliate instead)
Associated Weapons – Bardiche, Bastard Sword, Battleaxe, Bill, Bola, Club, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Handaxe, Heavy Crossbow, Heavy Shield, Horned Shield, Lance, Light Crossbow, Light Hammer, Light Shield, Lochaber Axe, Longbow, Longsword, Mace, Medium Shield, Morningstar, Net, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Scimitar, Scythe, Shortbow, Shortsword, Sling, Spetum, Tower Shield, Tusked Shield, Voulge, Warhammer,
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 – Range – A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Associated Weapons – Bastard Sword, Battleaxe, Blowgun 1H, Blowgun 2H, Bola, Club, Dart, Flail, Greatsword, Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Light Hammer, Light Shield, Longbow, Longsword, Mace, Morningstar, Net, Shortbow, Shortsword, Sling, Spear, Trident, Warhammer, Warpick,
Weapon Ability – Thrown – If a weapon has the thrown property, you can throw the weapon to make a ranged attack.
Thrown (Attack Option) If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Associated Weapons – Bastard Sword, Battleaxe, Club, Dagger, Flail, Greatsword, Handaxe, Javelin, Light Hammer, Light Shield, Longsword, Mace, Morningstar, Net, Shortsword, Spear, Trident, Warhammer, Warpick,
Weapon Options – Handaxe
Weapon Option – Blunted Bash (Attack Option) – Instead of dealing piercing or slashing damage, you can choose to deal bludgeoning damage by striking the target with another part of the weapon. This attack’s damage die is one size smaller than normal.
Associated Weapon – Battleaxe, Dagger, Handaxe, Spear
Weapon Option – Close Quarters Combat (Bonus or Reaction Attack Option) – When you successfully grapple a creature or escape a grapple, you may make a single attack with this weapon as a bonus action. Additionally, whenever a creature fails to escape a grapple with you, you may make a single attack with this weapon as a reaction. Each level above expert with the weapon adds +1 WM Bonus to the DC to escape your grapples, or as a bonus for you to escape a grapple.
Associated Weapons – Blackjack, Dagger, Handaxe, Horned Shield, Knife Shield, Light Hammer, Mace, Scimitar, Shortsword, Sword Shield, Tusked Shield, Unarmed or Natural
Weapon Option – Fearsome Accuracy (Attack Option) As an attack, you may throw your weapon at a creature at the very limit of your range. Make an attack roll against a creature exactly at you range maximum. If the attack hits, the creature takes normal damage and must make a Frightened Saving Throw. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Frightened Saving Throw – Wisdom vs Base DC. Failure has the target Frightened of you for 1 minute.
Associated Weapons – Bastard Sword, Battleaxe, Club, Dagger, Handaxe, Javelin, Light Hammer, Mace, Morningstar, Spear, Trident, Warhammer, Warpick
Weapon Option – Pinning Hit (Attack Option) – When you make a melee or ranged attack with this weapon, you may attempt to pin a creature up to one size larger to a wall or surface by catching their clothing with the weapons edge or point. This can be used against creatures without clothing at the GM’s discretion. If you hit, the target must make a Restrained Saving Throw vs your Base DC.
Retrained Saving Throw – Strength vs your Base DC. On a failure the creature is restrained, and can use an action on their turn to make another Restrained Saving Throw to get free.
Associated Weapons – Bastard Sword, Battleaxe, Dagger, Dart, Hand Crossbow Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Longbow, Shortbow, Sickle, Spear, Trident, Warpick
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
Details for Weapons Mastery design
Reducing the non-proficient damage and increasing the Grand Mastery damage seems to have balanced out this option nicely.
Weapons Mastery Version 1.0
- Handaxe (Non-Proficient) + to hit one target – Thrown Range (-/50)
- Hit: 1d4+mod slashing.
- Handaxe (Proficient) + to hit one target (Light) Thrown Range (20/60)
- Hit: 1d6+mod slashing.
- (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.
- Handaxe (Skilled) + to hit one target (Light) Thrown Range (25/70)
- Hit: 2d4+mod slashing.
- (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
- (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.
- Handaxe (Expert) + to hit on target (Light) Thrown Range (30/80)
- Hit: 2d6+mod slashing.
- (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
- (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.
- Handaxe (Master) + to hit one target (Light) Thrown Range (35/90)
- Hit: 3d6+mod slashing.
- (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
- (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.
- Handaxe (Grand Master) + to hit one target (Light) Thrown Range (40/100)
- Hit: 2d8+mod slashing.
- (B) AC Defence (+1/4) – You gain an armour class bonus, for a set number of attacks each round.
- (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 – Update to layout and menu.
- 2021-03-30 – Cleaned up for copy paste activities.
- 2020-06-09 – Upgraded to Grand Master, cleaned up other details and added weapon options.
- 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
D&D Menu – Adventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery
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Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
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