Dungeons and Dragons – Mystara
Weapons Mastery – Shortsword
- Source: D&D BECMI Rules Cyclopedia (0e-rb-rc)
- Weapons Mastery
- Weapon Abilities
- Weapon Options
- Design Details
- Content Updates
The Short sword was designed primarily as cutting weapons to shear through mail and/or armor, these weapons were big but by no means unwieldy.
- 5E Stats – One Handed or Versatile Martial Weapon, Costs 10 gp and has a weight of 2 lb.
- Weapon Options (Available to learn) – Close Quarters Combat, Hidden Poniard, Lock Blades, Main Gauche, Short Draw
Weapons Mastery – Shortsword
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)
Shortsword Attack +Str to hit one target
Basic Hit: 1d6 +Str mod piercing (Halved)
Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks.
(Proficient)
Shortsword Attack +Str or Dex +Prof to hit one target
Basic Hit: 1d6 +Ability mod piercing or slashing
Weapon Abilities – Finesse, Light
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)
Shortsword Attack +Str or Dex +Prof to hit one target
Basic Hit: 2d6 +Ability mod piercing or slashing
Weapon Abilities – Defensive, Deflect, Disarm, Finesse, Light
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)
Shortsword Attack +Str or Dex +Prof +Prof to hit one target, Thrown Range (-/15 ft)
Basic Hit: 3d6 +Str or Dex mod piercing or slashing
Weapon Abilities – Defensive, Deflect, Disarm, Finesse, Light, Range, Thrown
Weapon Options (Available to learn) – Close Quarters Combat, Hidden Poniard, Lock Blades, Main Gauche, Short Draw
Weapon Mastery Master – Your gain advantage on your attack, weapons do an extra dice of damage. Abilities and Options improve.
(Master)
Shortsword Attack +Str +Dex +Prof +Prof to hit one target, Thrown Range (5/20 ft)
Basic Hit: 4d6 +Str or Dex mod piercing or slashing
Weapon Abilities – Defensive, Deflect, Disarm, Finesse, Light, Range, Thrown
Weapon Options (Available to learn) – Close Quarters Combat, Hidden Poniard, Lock Blades, Main Gauche, Short Draw
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)
Shortsword Attack +Str +Dex +Prof +Prof to hit one target, Thrown Range (5/20 ft), Crit (1 and 20)
Basic Hit: 5d6 +Str +Dex mod piercing or slashing
Weapon Abilities – Defensive, Deflect, Disarm, Finesse, Light, Range, Thrown
Weapon Options (Available to learn) – Close Quarters Combat, Hidden Poniard, Lock Blades, Main Gauche, Short Draw
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 – Shortsword
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 – Deflect – If you spend your bonus action this round on this quality, you can attempt to deflect attacks with your weapon. Your Base DC becomes your armour class against ranged or melee weapons of your size or smaller until the start of your next round while you still have a reaction. If an attack would have hit you, but is lower than your Base DC, you deflect the attack and your weapon takes half the damage. Each level above skilled adds +1 WM Bonus to the Base DC. (Magical Implements don’t take damage from spells or use up their reactions when deflecting spells)
(Expert Spell Deflection) You can redirect the spell to a target with a cone opposite from the spell caster as long as its still within range, expending your reaction to do so.
(Master Spell Deflecting) You can redirect the spell to a target with the remainder of the range, and expend your reaction to do so.
(Grand Master Spell Deflecting) You add your range extension to the redirect.
Associated Weapons – Bardiche, Bastard Sword, Bill, Club, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Heavy Shield, Light Shield, Lochaber Axe, Longsword, Medium Shield, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Scimitar, Scythe, Shortsword, Spetum, Staff, Tower Shield, Voulge, Wand, Warpick,
Weapon Ability – Disarm – As a bonus action, if you have struck an opponent this weapon this round, you can attempt to disarm your opponent with the opponent making a Disarm Saving Throw.
Disarm Saving Throw – Dexterity vs Base DC. Failure causes item in chosen hand to be dropped in targets square. Critical success causes you to drop this weapon instead.
Associated Weapons – Halberd, Lochaber Axe, Longsword, Morningstar, Partisan, Rapier, Shortsword, Sickle, Trident, Warpick,
Weapon Ability – Light – Can be used with Two Weapon Fighting.
(Proficient Bonus Action) Two-Weapon Fighting Additional Attack – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
Associated Weapons – Blackjack, Cestus, Club, Dagger, Hand Crossbow, Handaxe, Javelin, Light Hammer, Mace, Scimitar, Shortsword, Sickle, Unarmed or Natural
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 – Shortsword
Weapon Option – Close Quarters Combat (Bonus or Reaction Attack Option) – When you successfully grapple a creature or escape a grapple, you may make a single attack with this weapon as a bonus action. Additionally, whenever a creature fails to escape a grapple with you, you may make a single attack with this weapon as a reaction. Each level above expert with the weapon adds +1 WM Bonus to the DC to escape your grapples, or as a bonus for you to escape a grapple.
Associated Weapons – Blackjack, Dagger, Handaxe, Horned Shield, Knife Shield, Light Hammer, Mace, Scimitar, Shortsword, Sword Shield, Tusked Shield, Unarmed or Natural
Hidden Poniard (Attack Option) If the poniard is still concealed within your weapon, you may make a Dexterity (Sleight of Hand) check opposed by a target creature’s Wisdom (Perception) check. If you win this contest, you may make a single attack roll with the concealed poniard (as a dagger) against that target. This attack has advantage.
Associated Weapons – Longsword, Scimitar, Shortsword
Weapon Option – Main Gauche (Reaction Option) – While wielding both a bladed weapon and a light bladed weapon, you may use a reaction after being attacked to roll a d4 and add the result to your Armour Class until the end of the attacker’s turn. Each level above expert with the weapon adds +1 WM Bonus to your AC.
Associated Weapons – Bastard Sword, Dagger, Knife Shield, Longsword, Rapier, Scimitar, Shortsword, Sickle, Sword Shield
Short Draw (Attack Option) As an attack, you may draw a sheathed one-handed blade and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the target is Stunned until the start of their turn. You must have at least one hand free to take this action.
Associated Weapons – Bastard Sword, Dagger, Longsword, Rapier, Scimitar, Shortsword
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
- Shortsword Attack: (Non-Proficient) + to hit, one target
- Hit: 1d4+mod slashing.
- Shortsword Attack: (Proficient) + to hit, Finesse, Light, one target
- Hit: 2d4+mod slashing
- Shortsword Attack: (Skilled) + to hit, Finesse, Light, one target
- Hit: 3d4+mod slashing
- (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
- (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
- (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
- (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
- Shortsword Attack: (Expert) + to hit, Finesse, Light, Thrown Range (-/15), one target
- Hit: 2d6+mod slashing
- (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
- (B) Deflect (2) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
- (B) Disarm (Base DC+1) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
- (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
- Shortsword Attack: (Master) + to hit, Finesse, Light, Thrown Range (5/20), one target
- Hit: 3d6+mod slashing
- (B) AC Defence (+2/4) – You gain an armour class bonus, for a set number of attacks each round.
- (B) Deflect (3) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
- (B) Disarm (Base DC+2) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
- (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
- Shortsword Attack: (Grand Master) + to hit, Finesse, Light, Thrown Range (10/25), one target
- Hit: 2d8+mod slashing
- (B) AC Defence (+2/4) – You gain an armour class bonus, for a set number of attacks each round.
- (B) Deflect (4) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
- (B) Disarm (Base DC+3) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
- (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
Content Updates
- 2022-05-05 – Converted over to version 2.0 of my weapon mastery rules.
- 2021-08-25 – 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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