Dungeons and Dragons – Mystara
Weapons Mastery – Shortbow
- Source: D&D BECMI Rules Cyclopedia (0e-rb-rc)
- Weapons Mastery
- Weapon Qualities
- Weapon Options
- Design Details
- Content Updates
Shortbows are two-handed ranged weapons, capable of doing only modest damage but able to be fired rapidly even at low skill levels.
- 5E Stats – Ranged Simple Weapon, Costs 25 gp and has a weight of 2 lb.
- Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Hit, Power Shot, Shrapnel Shot, Staggering Shot, Trick Shot
Weapons Mastery – Shortbow
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)
Shortbow +Dex to hit one target, Ammunition Range (-/300 ft)
Basic Hit: 1d6 piercing (Halved)
Weapon Abilities – Ammunition, Range, Two-Handed
Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks.
(Proficient)
Shortbow +Dex +Prof to hit one target, Ammunition Range (80/320 ft)
Basic Hit: 1d6+Dex piercing
Weapon Abilities – Ammunition, 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)
Shortbow +Dex +Prof to hit one target, Ammunition Range (90/340 ft)
Basic Hit: 2d6+Dex piercing + Delay
Weapon Abilities – Ammunition, Defensive, Delay, Extra Missile, 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)
Shortbow + to hit one target (Two-Handed) Ammunition Range (100/360 ft)
Basic Hit: 3d6+Dex piercing + Delay
Weapon Abilities – Ammunition, Defensive, Delay, Extra Missile, Range, Two-Handed
Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Hit, Power Shot, Shrapnel Shot, Staggering Shot, Trick Shot
Weapon Mastery Master – Your gain advantage on your attack, weapons do an extra dice of damage. Abilities and Options improve.
(Master)
Shortbow + to hit one target, Ammunition Range (110/380 ft)
Basic Hit: 4d6+Dex piercing + Delay
Weapon Abilities – Ammunition, Defensive, Delay, Extra Missile, Range, Two-Handed
Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Hit, Power Shot, Shrapnel Shot, Staggering Shot, Trick 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)
Shortbow + to hit one target, Ammunition Range (120/400 ft)
Basic Hit: 5d6+Dex piercing + Delay
Weapon Abilities – Ammunition, Defensive, Delay, Extra Missile, Range, Two-Handed
Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Hit, Power Shot, Shrapnel Shot, Staggering Shot, Trick 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 – Shortbow
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 – 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 – Delay – On a Critical Hit (for a range weapon only in the normal weapons range), the target must make a Encumbered 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.
Encumbered Saving Throw – Strength vs Base DC. Saving throw at the start of their turn with failure causes the Encumbered condition until start of their next turn, when they can make another saving throw. Any number of encumbered conditions can be applied, each reducing the targets speed. One saving throw for all conditions, and anything the roll equals or beats is removed.
(Skilled Bonus Action) Attempt Delay – Against a target you have already hit this round, you can force it to make a Encumbered Saving Throw. The DC is increased by 1 for every addition hit you made against them this round with the Delay weapon.
Associated Weapons – Battleaxe, Hand Crossbow, Heavy Crossbow, Longbow, Shortbow
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 – 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 – 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 – Shortbow
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
Power Shot (Attack Option) When you make an attack with a ranged weapon, you may take a penalty on your attack roll equal to your Strength modifier. This penalty must be applied before the roll is made. If the attack hits, it deals additional damage equal to twice your Strength modifier. If the attack roll is a critical fumble your weapon is broken.
Associated Weapons – Longbow, Shortbow
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
Weapon Option – Trick Shot (Attack Option) As an attack, make a stylish bow attack with disadvantage. If the lower roll would also hit the target, you automatically score a critical hit.
Associated Weapon – Longbow, Shortbow
Designing the Weapons Mastery
Taking some inspiration from the Dart I have included a few surprises for people in here. Options here are designed to stack with the magical item rules so will be interesting to see them interacting in game.
Weapons Mastery Version 1.0
- Shortbow (Non-Proficient) + to hit one target (Two-Handed) Ammunition range (-/300 ft)
- Hit: 1d4+mod piercing.
- Shortbow (Proficient) + to hit one target (Two-Handed) Ammunition range (80/320 ft)
- Hit: 1d6+mod piercing.
- Shortbow (Skilled) + to hit one target (Two-Handed) Ammunition range (90/340 ft)
- Hit: 2d4+mod piercing.
- Crit (within 90): Delay (Base DC) Con save or stunned until start of their next turn, with a critical fumble lasting until the end of their next turn.
- (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
- Shortbow (Expert) + to hit one target (Two-Handed) Ammunition range (100/360 ft)
- Hit: 3d4+mod piercing.
- Crit (within 100): Delay (Base DC) Con save or stunned until start of their next turn, with a critical fumble lasting until the end of their next turn.
- (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
- (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.
- Shortbow (Master) + to hit one target (Two-Handed) Ammunition range (110/380 ft)
- Hit: 2d6+mod piercing.
- Crit (within 110): Delay (Base DC) Con save or stunned until start of their next turn, with a critical fumble lasting until the end of their next turn.
- (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
- (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.
- Shortbow (Grand Master) + to hit one target (Two-Handed) Ammunition range (120/400 ft)
- Hit: 3d6+mod piercing.
- Crit (within 120): Delay (Base DC) Con save or stunned until start of their next turn, with a critical fumble lasting until the end of their next turn.
- (B) AC Defence (+1/4) – You gain an armour class bonus, for a set number of attacks each round.
- (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
- 2022-05-03 – Converted over to version 2.0 of my weapon mastery rules.
- 2021-08-11 – Update to layout and menu.
- 2021-03-31 – Cleaning up for quick copy.
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
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