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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Shortbow

Dungeons and Dragons – Mystara

Weapons Mastery – Shortbow

0e-rb-rc D&D BECMI Rules Cyclopedia
0e-rb-rc – D&D BECMI Rules Cyclopedia
Shortbow
Shortbow

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: Distracting Shot, Patient Shot, Pinning Hit, Power Shot, Shrapnel Shot, Staggering Shot, Trick Shot

Weapons Mastery – Shortbow

  • 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.

Weapon Qualities – Shortbow

  • AC Defence(ac bonus/number of attacks): If you spend your bonus action this round on this quality you gain a bonus for your armour class for the next indicated number of attacks. (+bonus/number of attacks)
  • Ammunition (non-Proficient) You can use a weapon that has the ammunition properly lo make a ranged attack only if you have ammunition lo 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.
  • Ammunition (additional effects for 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.
  • Base DC (+number): 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. This is sometimes increased as you gain skill with the weapon, gain the Weapon Mastery feat or the fighter archetype.
  • Delay: On a Crit, the target must make a Con save vs Base DC. If they fail, they are stunned until the start of their turn, on a critical fumble they are stunned until their next turn.
  • Extra Missile (Number of extra missiles): Some ranged weapon allow you to add an extra missile at the same target as a free action. 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.
  • Two-Handed: This weapon requires two hands to use.

Weapon Options – Shortbow

  • Distracting Shot: As an action, make a single attack with your bow. You intentionally miss your target but give an ally the chance to attack while it is distracted. The next attack roll against the target has advantage if it is made before the beginning of the target’s next turn.
  • Patient Shot. You carefully align your ranged weapon’s sites over your target. As an action in a turn that you have not moved, you may make a single ranged attack with advantage.
  • Pinning Hit. 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 Strength saving throw vs your base DC. On a failure the creature is reduced to zero movement and can use an action on their turn to make another Strength saving throw.
  • Power Shot. 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.
  • Shrapnel Shot. As an action, make a single 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:
  • -> Creatures within 5 feet of the object must make a Dexterity saving throw, taking 1d6 piercing damage on a failure.
  • -> A creature adjacent to the object must make a Constitution saving throw. On a failure, the creature is blinded until the beginning of your next turn.
  • Staggering Shot. As an action while wielding a ranged weapon, you may make a single ranged weapon attack. If this attack hits, the enemy takes full weapon damage and must make a Constitution saving throw. On a failure, the target’s speed is reduced to 0 until the end of its next turn.
  • Trick Shot. As an action, make a single stylish bow attack with disadvantage. If the lower roll would also hit the target, you automatically score a critical hit.

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.

Content Updates

  • 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 2H: Greatclub, Scythe

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: Horned Shield, Knife Shield, Sword Shield, Throwing Shield, Tusked Shield

D&D 5E in Mystara

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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