Dungeons and Dragons – Mystara
Weapons Mastery – Light Crossbow
You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls.
- 5E Stats – Ranged Simple Weapon, Costs 25 gp and has a weight of 5 lb.
- Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Hit, Rapid Shot, Shrapnel Shot, Staggering Shot
Weapons Mastery – Light Crossbow
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)
Crossbow – Light Attack +Dex to hit one target, Ammunition Range (70/300 ft)
Basic Hit: 1d8 +Dex mod piercing (Halved)
Weapon Abilities – Ammunition, Loading, Range, Two-Handed
Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks.
(Proficient)
Crossbow – Light Attack +Dex +Prof to hit on target, Ammunition Range (80/320 ft)
Basic Hit: 1d8 +Dex mod piercing
Weapon Abilities – Ammunition, Loading, Range, Two-Handed
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)
Crossbow – Light Attack +Dex +Prof to hit one target, Ammunition Range (90/340 ft)
Basic Hit: 2d8 +Dex mod piercing + Stun
Weapon Abilities – Ammunition, Defensive, Loading, Range, Two-Handed
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)
Crossbow – Light Attack +Dex +Prof +Prof to hit one target, Ammunition Range (100/360 ft)
Basic Hit: 3d8 +Dex mod piercing + Stun
Weapon Abilities – Ammunition, Defensive, Loading, Range, Two-Handed
Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Hit, Rapid Shot, Shrapnel Shot, Staggering Shot
Weapon Mastery Master – Your gain advantage on your attack, weapons do an extra dice of damage. Abilities and Options improve.
(Master)
Crossbow – Light Attack: +Dex +Prof +Prof to hit on target, Ammunition Range (110/380 ft)
Basic Hit: 4d8 +Dex mod piercing + Stun
Weapon Abilities – Ammunition, Defensive, Loading, Range, Two-Handed
Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Hit, Rapid Shot, Shrapnel Shot, Staggering Shot
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)
Crossbow – Light Attack: +Dex +Prof +Prof to hit one target, Ammunition Range (110/380 ft), Critical (1 and 20)
Basic Hit: 5d8 +Dex mod piercing + Stun
Weapon Abilities – Ammunition, Defensive, Loading, Range, Two-Handed
Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Hit, Rapid Shot, Shrapnel Shot, Staggering Shot
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 – Light Crossbow
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 – Ammunition – You can use a weapon that has the ammunition properly lo make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack.
(Proficiency) At the end of the battle, you can recover half your expended ammunition by taking a minute lo search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Associated Weapons – Blowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling
Weapon Ability – Loading – Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make per round.
Associated Weapons – Blowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Light Crossbow
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 – 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 Ability – Two-Handed – If your not proficient in the weapon, this weapon is used with Disadvantage. Your required to use two hands to use this weapon.
(Master proficiency) You add half your strength bonus again to damage.
(Grand Master proficiency) You add your strength bonus twice to damage
Associated Weapons – Bardiche, Bill, Blowgun 2H, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Heavy Crossbow, Light Crossbow, Lochaber Axe, Longbow, Maul, Partisan, Pike, Poleaxe, Ranseur, Scythe, Shortbow, Spetum, Voulge,
Weapon Options – Light Crossbow
Distracting Shot (Attack Option) As part of the attack action, make an attack with your ranged weapon. You intentionally miss your target but give an ally of your choice the chance to attack while it is distracted. The next attack roll against the target by that ally has advantage if it is made before the beginning of the target’s next turn.
Associated Weapons – Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling
Patient Shot (Attack Option) You carefully align your ranged weapons sites over your target. As an action in a turn that you have not moved, you may make a single ranged attack with advantage, and reduce your speed to zero until your next turn. Each level above expert with the weapon adds +1 to the attack roll.
Associated Weapon – Blowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling
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
Rapid Shot (Bonus Action – Attack Option) You rapidly reload your weapon with loading, throwing off your aim but allowing you to make an additional attack this turn. As a bonus action, you may reload your hand crossbow and make an attack with it against a target within 30ft. This attack has disadvantage.
Associated Weapons – Hand Crossbow, Light Crossbow
Weapon Option – Shrapnel Shot (Attack Option) As an attack, make an attack with your ranged weapon against an unattended object. The attack deals double damage to the target. If the object is destroyed, it explodes into a cloud of shrapnel. Choose one of the following options: A creature adjacent to the object must make a Blinded Saving Throw or all creatures within 5ft of the object must make a Shrapnel Saving Throw.
Shrapnel Saving Throw – Dexterity vs Base DC. Taking 1d6 piercing damage on a failure. Each level above expert with the weapon adds +1 to the dice of damage.
Blinded Saving Throw – Constitution vs Base DC. On a failure, the creature is blinded until the beginning of your next turn. Each level above expert with the weapon adds +1 to the rounds affected with the target getting a saving throw at the start of its turn.
Associated Weapons – Light Crossbow, Longbow, Shortbow, Sling
Staggering Shot (Attack Option) As an attack while wielding a ranged weapon, you may make a ranged attack. If this attack hits, the enemy takes full weapon damage and must make a Restrained Saving Throw.
Restrained Saving Throw – Constitution vs Base DC. On a failure, the target is restrained until the end of its next turn.
Associated Weapon – Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling
Designing the Weapons Mastery
Reducing the weapons dice make this weapon fit more with the theme of being easier to use for non-proficient people (actually have a chance to hit without disadvantage) and will scale well with the magical enhancements.
Weapons Mastery Version 1.0
- Crossbow, Light Attack: (Non-Proficient) + to hit, Loading, Two-Handed, Ammunition range (70/300 ft), one target
- Hit: 1d4+mod piercing.
- Crossbow, Light Attack: (Proficient) + to hit, Loading, Two-Handed, Ammunition range (80/320 ft), one target
- Hit: 2d4+mod piercing.
- Crossbow, Light Attack: (Skilled) + to hit, Loading, Two-Handed, Ammunition range (90/340 ft), one target
- Hit: 3d4+mod piercing.
- Crit (within 90): Stun (Base DC) Con save or stunned for 1 round /per 5 under the check.
- (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
- Crossbow, Light Attack: (Expert) + to hit, Loading, Two-Handed, Ammunition range (100/360 ft), one target
- Hit: 2d6+mod piercing.
- Crit (within 100): Stun (Base DC) Con save or stunned for 1 round /per 5 under the check.
- (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
- Crossbow, Light Attack: (Master) + to hit, Loading, Two-Handed, Ammunition range (110/380 ft), one target
- Hit: 3d6+mod piercing.
- Crit (within 110): Stun (Base DC) Con save or stunned for 1 round /per 5 under the check.
- (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
- Crossbow, Light Attack: (Grand Master) + to hit, Loading, Two-Handed, Ammunition range (110/380 ft), one target
- Hit: 2d8+mod piercing.
- Crit (within 110): Stun (Base DC) Con save or stunned for 1 round /per 5 under the check.
- (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
Content Updates
- 2022-05-02 – Converted over to version 2.0 of my weapon mastery rules.
- 2021-08-08 – Updated layout and menu.
- 2020-06-10 – Updated to Grand Master and options
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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