Dungeons and Dragons – Mystara
Weapons Mastery – Blowgun Two Handed
- Source: D&D BECMI Rules Cyclopedia (0e-rb-rc)
- Weapons Mastery
- Weapon Qualities
- Weapon Options
- Design Details
- Content Updates
A blowgun is a simple ranged weapon consisting of a long narrow tube for shooting light projectiles such as darts. It operates by having the projectile placed inside the pipe and using the force created by one’s forced exhalation to pneumatically propel the projectile.
- 5E Stats – Ranged Martial Weapon, Costs 20 gp and has a weight of 1 lb.
- Weapon Options (Available to learn) – Chuul Ichor, Deathtoad Toxin, Patient Shot, Scorpion Venom, Wooziness Tonic
Weapons Mastery – Blowgun Two Handed
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)
Blowgun Two Handed Attack +Dex to hit one target, Ammunition Range (-/140 ft)
Basic Hit: 1 +Dex mod piercing + Poison (d4) (Halved)
Weapon Abilities – Ammunition, Loading, Poison, Range, Two-Handed
Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks.
(Proficient)
Blowgun Two Handed Attack +Dex +Prof to hit one target, Ammunition Range (40/150 ft)
Basic Hit: 1 +Dex mod piercing + Poison (d4)
Weapon Abilities – Ammunition, Loading, Poison, 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)
Blowgun Two Handed Attack +Dex +Prof to hit one target, Ammunition Range (45/160 ft)
Basic Hit: 2 +Dex mod piercing + Poison (d6)
Weapon Abilities – Ammunition, Loading, Poison, 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)
Blowgun Two Handed Attack +Dex +Prof +Prof to hit one target, Ammunition Range (50/170 ft)
Basic Hit: 3 +Dex mod piercing + Poison (d8)
Weapon Abilities – Ammunition, Loading, Poison, Range, Two-Handed
Weapon Options (Available to learn) – Chuul Ichor, Deathtoad Toxin, Patient Shot, 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)
Blowgun Two Handed Attack +Dex +Prof +Prof to hit one target, Ammunition Range (55/180 ft)
Basic Hit: 4 +Dex mod piercing + Poison (d10)
Weapon Abilities – Ammunition, Loading, Poison, Range, Two-Handed
Weapon Options (Available to learn) – Chuul Ichor, Deathtoad Toxin, Patient Shot, 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)
Blowgun Two Handed Attack +Dex +Prof +Prof to hit one target, Ammunition Range (55/180 ft), Crit (1 and 20)
Basic Hit: 5 +Dex mod piercing + Poison (d12)
Weapon Abilities – Ammunition, Loading, Poison, Range, Two-Handed
Weapon Options (Available to learn) – Chuul Ichor, Deathtoad Toxin, Patient Shot, 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 Abilities – Blowgun Two Handed
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 – 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 – Poison – Inflict set damage on each round with a Base DC. Failure increases by one stage, success reduces it by one stage. Maximum of d12 for poison.
Stage 1 – 1 dice, Stage 2 – 2 dice, Stage 3 – 3 dice, Stage 4 – 4 dice and Stage 5 – 4 dice.
Associated Weapons – Blowgun 1H, Blowgun 2H, Hand 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 – 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 – Blowgun Two Handed
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
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
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
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
Design Details on building Weapons Mastery
I have managed to even out most of the damage, but also increased it in this case as it is working better with my magical weapon enhancement changes.
Weapons Mastery Version 1.0
- Blowgun Two Handed Attack: (Non-Proficient) + to hit, Ammunition range (-/140 ft), Loading, Two Handed, one target
- Hit: 1d2+mod piercing.
- Base Poison: d2
- Blowgun Two Handed Attack: (Proficient) + to hit, Ammunition range (40/150 ft), Loading, Two Handed, one target
- Hit: 1d3+mod piercing.
- Base Poison: d4
- Blowgun Two Handed Attack: (Skilled) + to hit, Ammunition range (45/160 ft), Loading, Two Handed, one target
- Hit: 1d4+mod piercing.
- Base Poison: d6
- Blowgun Two Handed Attack: (Expert) + to hit, Ammunition range (50/170 ft), Loading, Two Handed, one target
- Hit: 2d4+mod piercing.
- Base Poison: d8
- Blowgun Two Handed Attack: (Master) + to hit, Ammunition range (55/180 ft), Loading, Two Handed, one target
- Hit: 3d4+mod piercing.
- Base Poison: d10
- Blowgun One Handed Attack: (Grand Master) + to hit, Ammunition range (60/190 ft), Loading, Two Handed, one target
- Hit: 2d6+mod piercing.
- Base Poison: d12
Content Updates
- 2022-05-04 – Converted over to version 2.0 of my weapon mastery rules.
- 2021-08-26 – Update to layout and menu.
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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