Dungeons and Dragons – Mystara
Weapons Mastery – Dart
A small missile weapon, designed to fly such that a sharp, often weighted point will strike first.
- 5E Stats – Ranged Simple Weapon, Costs 5 cp and has a weight of 1/4 lb.
- Weapon Options (Available to learn) – Chuul Ichor, Concealed Weapon, Deathtoad Toxin, Pinning Hit, Scorpion Venom, Wooziness Tonic
Weapons Mastery – Dart
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)
Dart Attack +Str to hit one ranged target, Thrown Range (-/50 ft)
Basic Hit: 1d4 +Str mod piercing (Halved)
Weapon Abilities – Range, Thrown
Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks.
(Proficient)
Dart Attack +Str or Dex +Prof to hit one ranged target, Thrown range (20/60 ft),
Basic Hit: 1d4 +Ability mod piercing
Weapon Abilities – Finesse, 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)
Dart Attack +Str or Dex +Prof to hit one ranged target, Thrown range (25/70 ft)
Basic Hit: 2d4 +Ability mod piercing
Weapon Abilities – Extra Attack, Extra Missile, Finesse, 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)
Dart Attack: +Str or Dex +Prof +Prof to hit one ranged target, Thrown range (30/80 ft)
Basic Hit: 3d4 +Str or Dex mod piercing
Weapon Abilities – Extra Attack, Extra Missile, Finesse, Range, Thrown
Weapon Options (Available to learn) – Chuul Ichor, Concealed Weapon, Deathtoad Toxin, Pinning Hit, Scorpion Venom, Wooziness Tonic
Weapon Mastery Master – Your gain advantage on your attack, weapons do an extra dice of damage. Abilities and Options improve.
(Master)
Dart Attack +Str +Dex +Prof +Prof to hit one ranged target, Thrown range (35/90 ft)
Basic Hit: 4d4 +Str of Dex mod piercing
Weapon Abilities – Extra Attack, Extra Missile, Finesse, Range, Thrown
Weapon Options (Available to learn) – Chuul Ichor, Concealed Weapon, Deathtoad Toxin, Pinning Hit, Scorpion Venom, Wooziness Tonic
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)
Dart Attack +Str +Dex +Prof +Prof to hit one ranged target, Thrown range (40/100 ft)
Basic Hit: 5d4 +Str +Dex mod piercing
Weapon Abilities – Extra Attack, Extra Missile, Finesse, Range, Thrown
Weapon Options (Available to learn) – Chuul Ichor, Concealed Weapon, Deathtoad Toxin, Pinning Hit, Scorpion Venom, Wooziness Tonic
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 – Dart
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 – Extra Attack – The attack, unlike usual two weapon fighting, adds the ability bonus to damage and does not care what is in the other hand, or that you used your action to make an attack.
(Skilled Bonus Action) Extra Bonus Attack – As a bonus action, an attack can be done with this weapon using the standard attack options.
Associated Weapons – Blackjack, Cestus, Dart, Horned Shield, Knife Shield, Sword Shield, Tusked Shield
Weapon Ability – Extra Missile – Each ranged attack allows you to add an extra missile at the same target as a free action. Each extra missile that hits adds +1 dice to the total damage and +1 to the toxin resistance DC, but all damage counts as one attack for damage reduction. Each level above skilled adds +1 missile and to the DC of the toxin resistance or other effects that use Base DC.
Associated Weapons – Dart, Shortbow, Sling
Weapon Ability – Finesse – You can choose to use Strength or Dexterity with your attack. You also apply the same attribute to the damage.
(Expert Upgrade) At Expert you can choose to use one for the attack and the other for the damage
(Master Upgrade) At Master level you add both to the attack, but only one to the damage as long as they are positive.
(Grand Master Upgrade) At Grand Master level you add both to the attack and damage as long as they are positive.
Associated Weapons – Dagger, Dart, Rapier, Scimitar,
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 – Dart
Chuul Ichor (Damage Option) – A creature hit by a weapon coated with this poison must make a Paralysis Saving Throw. Each successful hit with a weapon covered with this toxin increases the DC by 1.
Paralysis Saving Throw – Constitution vs Base DC. On a failure, it is paralyzed until the start of its next turn when they must make another Paralysis Saving Throw.
Associated Weapon – Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow
Weapon Option – Concealed Weapon (Bonus Action) You can make a Dexterity (Sleight of Hand) check opposed by active or passive Wisdom (Perception) check to conceal this weapon as a bonus action. You gain the Surprise Attack option while the weapon is concealed. Each level above expert adds +1 dice to the sneak attack damage.
Surprise Attack (Attack Option) As an action you can attack with a concealed weapon gaining advantage, if you already have advantage then it deals 1d6 sneak attack damage which stacks with any existing sneak attack you might have.
Associated Weapons – Blackjack, Dagger, Dart, Hand Crossbow
Deathtoad Toxin (Weapon Option) A creature hit by a dart coated with this poison must make a Poison Saving Throw at the start of their turn.
Poison Saving Throw – Constitution vs Base DC. On a failure, it takes +1d6 dice of poison damage for each weapon that struck the target coated in the toxin since their last turn.
Associated Weapons – Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow
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
Scorpion Venom (Weapon Option) – A creature subjected to this poison must make a Poison Saving Throw at the beginning of each of its turns. This poison lasts until the target succeeds on three saving throws or is magically cured. Multiple applications of this resets the number of saving throws required.
Poison Saving Throw – Constitution vs Base DC. A target is taking 24 (7d6) poison damage on a failed saving throw, or half as much on a successful one.
Associated Weapon – Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow
Wooziness Tonic (Weapon Option) – A creature hit by a dart coated with this poison must make a Poison Saving Throw.
Poson Saving Throw – Constitution vs Base DC. On a failure, it is poisoned until the start of its next turn when it makes another Poison Saving Throw.
Associated Weapons – Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow
Designing the Weapons Mastery
I have made the dart an interesting weapon allowing the user during a bonus action to toss more than one dart at the same target as they gain proficiency, adding an extra dice to the overall damage based on the first dart thrown.
I have also included poisons into the dart options as I thought they were a good fit.
Weapons Mastery Version 1.0
- Dart Attack: (Non-Proficient) + to hit, Thrown Range (-/50 ft), one target
- Hit: 1d2+mod piercing.
- Dart Attack: (Proficient) + to hit, Finesse, Thrown range (20/60 ft), one target
- Hit: 1d4+mod piercing.
- Dart Attack: (Skilled) + to hit, Finesse, Thrown range (25/70 ft), one target
- Hit: 1d6+mod piercing.
- (B) Extra Attack – Can use a bonus action to make one attack if you used attack action in the round with a one-handed weapon.
- Dart Attack: (Expert) + to hit, Finesse, Thrown range (30/80 ft), one target
- Hit: 2d4+mod piercing.
- (B) Extra Attack – Can use a bonus action to make one attack if you used attack action in the round with a one-handed weapon.
- (F) Extra Missile (+1) When attacking you can add a number of extra missiles to the attack at -1 per extra missile. Each extra missile that hits adds +1 dice to the total damage but counts as one attack for damage reduction.
- Dart Attack: (Master) + to hit, Finesse, Thrown range (35/90 ft), one target
- Hit: 3d4+mod piercing.
- (B) Extra Attack – Can use a bonus action to make one attack if you used attack action in the round with a one-handed weapon.
- (F) Extra Missile (+2) When attacking you can add a number of extra missiles to the attack at -1 per extra missile. Each extra missile that hits adds +1 dice to the total damage but counts as one attack for damage reduction.
- Dart Attack: (Grand Master) + to hit, Finesse, Thrown range (40/100 ft), one target
- Hit: 2d6+mod piercing.
- (B) Extra Attack – Can use a bonus action to make one attack if you used attack action in the round with a one-handed weapon.
- (F) Extra Missile (+3) When attacking you can add a number of extra missiles to the attack at -1 per extra missile. Each extra missile that hits adds +1 dice to the total damage but counts as one attack for damage reduction.
Content Updates
- 2022-05-02 – Converted over to version 2.0 of my weapon mastery rules.
- 2021-08-05 – Updated the layout.
- 2020-06-10 – Updated to Grand Master with new 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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